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  • Updatable columnstore index, sp_spaceused and sys.partitions

    - by Michael Zilberstein
    Columnstore index in SQL Server 2014 contains 2 new important features: it can be clustered and it is updateable. So I decided to play with both. As a “control group” I’ve taken my old columnstore index demo from one of the ISUG (Israeli SQL Server Usergroup) sessions. The script itself isn’t important – it creates partition function with 7 partitions (actually 8 but one remains empty), table on it and populates the table with 63 million rows – 9 million in each partition. So I used the same script...(read more)

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • Drawing a texture at the end of a trace (crosshair?) UDK

    - by Dave Voyles
    I'm trying to draw a crosshair at the end of my trace. If my crosshair does not hit a pawn or static mesh (ex, just a skybox) then the crosshair stays locked on a certain point at that actor - I want to say its origin. Ex: Run across a pawn, then it turns yellow and stays on that pawn. If it runs across the skybox, then it stays at one point on the box. Weird? How can I get my crosshair to stay consistent? I've included two images for reference, to help illustrate. Note: The wrench is actually my crosshair. The "X" is just a debug crosshair. Ignore that. /// Image 1 /// /// Image 2 /// /*************************************************************************** * Draws the crosshair ***************************************************************************/ function bool CheckCrosshairOnFriendly() { local float CrosshairSize; local vector HitLocation, HitNormal, StartTrace, EndTrace, ScreenPos; local actor HitActor; local MyWeapon W; local Pawn MyPawnOwner; /** Sets the PawnOwner */ MyPawnOwner = Pawn(PlayerOwner.ViewTarget); /** Sets the Weapon */ W = MyWeapon(MyPawnOwner.Weapon); /** If we don't have an owner, then get out of the function */ if ( MyPawnOwner == None ) { return false; } /** If we have a weapon... */ if ( W != None) { /** Values for the trace */ StartTrace = W.InstantFireStartTrace(); EndTrace = StartTrace + W.MaxRange() * vector(PlayerOwner.Rotation); HitActor = MyPawnOwner.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, vect(0,0,0),, TRACEFLAG_Bullet); DrawDebugLine(StartTrace, EndTrace, 100,100,100,); /** Projection for the crosshair to convert 3d coords into 2d */ ScreenPos = Canvas.Project(HitLocation); /** If we haven't hit any actors... */ if ( Pawn(HitActor) == None ) { HitActor = (HitActor == None) ? None : Pawn(HitActor.Base); } } /** If our trace hits a pawn... */ if ((Pawn(HitActor) == None)) { /** Draws the crosshair for no one - Grey*/ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(100,100,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return false; } /** Draws the crosshair for friendlies - Yellow */ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(255,255,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return true; }

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  • design a model for a system of dependent variables

    - by dbaseman
    I'm dealing with a modeling system (financial) that has dozens of variables. Some of the variables are independent, and function as inputs to the system; most of them are calculated from other variables (independent and calculated) in the system. What I'm looking for is a clean, elegant way to: define the function of each dependent variable in the system trigger a re-calculation, whenever a variable changes, of the variables that depend on it A naive way to do this would be to write a single class that implements INotifyPropertyChanged, and uses a massive case statement that lists out all the variable names x1, x2, ... xn on which others depend, and, whenever a variable xi changes, triggers a recalculation of each of that variable's dependencies. I feel that this naive approach is flawed, and that there must be a cleaner way. I started down the path of defining a CalculationManager<TModel> class, which would be used (in a simple example) something like as follows: public class Model : INotifyPropertyChanged { private CalculationManager<Model> _calculationManager = new CalculationManager<Model>(); // each setter triggers a "PropertyChanged" event public double? Height { get; set; } public double? Weight { get; set; } public double? BMI { get; set; } public Model() { _calculationManager.DefineDependency<double?>( forProperty: model => model.BMI, usingCalculation: (height, weight) => weight / Math.Pow(height, 2), withInputs: model => model.Height, model.Weight); } // INotifyPropertyChanged implementation here } I won't reproduce CalculationManager<TModel> here, but the basic idea is that it sets up a dependency map, listens for PropertyChanged events, and updates dependent properties as needed. I still feel that I'm missing something major here, and that this isn't the right approach: the (mis)use of INotifyPropertyChanged seems to me like a code smell the withInputs parameter is defined as params Expression<Func<TModel, T>>[] args, which means that the argument list of usingCalculation is not checked at compile time the argument list (weight, height) is redundantly defined in both usingCalculation and withInputs I am sure that this kind of system of dependent variables must be common in computational mathematics, physics, finance, and other fields. Does someone know of an established set of ideas that deal with what I'm grasping at here? Would this be a suitable application for a functional language like F#? Edit More context: The model currently exists in an Excel spreadsheet, and is being migrated to a C# application. It is run on-demand, and the variables can be modified by the user from the application's UI. Its purpose is to retrieve variables that the business is interested in, given current inputs from the markets, and model parameters set by the business.

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  • Should one comment differently in functional languages

    - by Tom Squires
    I'm just getting started with functional programming and I'm wondering the correct way to comment my code. It seems a little redundant to comment a short function as the names and signature already should tell you everything you need to know. Commenting larger functions also seems a little redundant since they are generally comprised of smaller self-descriptive functions. What is the correct way to comment a functional program? Should I use the same approach as in iterative programming?

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  • Rounding functions in DAX

    - by Marco Russo (SQLBI)
    Today I prepared a table of the many rounding functions available in DAX (yes, it’s part of the book we’re writing), so that I have a complete schema of the better function to use, depending on the round operation I need to do. Here is the list of functions used and then the results shown for a relevant set of values. FLOOR = FLOOR( Tests[Value], 0.01 ) TRUNC = TRUNC( Tests[Value], 2 ) ROUNDDOWN = ROUNDDOWN( Tests[Value], 2 ) MROUND = MROUND( Tests[Value], 0.01 ) ROUND = ROUND( Tests[Value], 2 )...(read more)

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  • Criteria for selecting timeout value?

    - by stijn
    Situation: a piece of software reads frames of data from a file in a seperate thread and puts it on a queue, emptied by another thread. That second thread periodically checks on the queue and fails rather gracefully, by showing an error message stating the read timed out, if no data is available within a certain amount of time. Initially this timeout was set to 200mSec. There was no real reasoning behind that constant though, but it worked fine. We measured on a couple of machines and for large data frames, larger than what would be used by customers, a read took like 20mSec whith no other load on the machine. However one customer now gets timeout errors now and then (on the second try all is fine, probably the file is in cache or the virus scanner leaves it alone). The programmers are like 'well, yeah, but that customer's machine is full of cruft, virus scanners, tons of unneeded background processes etc'. Of course the customer is like 'hey this should just work, shouldn't it'? While the programers have a point, since the software is heavy enough to validate the need for a dedicated machine, that does not make the customer happy. Increasing the timeout to 2 seconds, for example, solves the problem. But I'd like to make a proper decision now instead of just randomly pick some magic constant that is probably ok in 99% of cases. What criteria should be used for that? We could just pick a large number, but that feels wrong. (and then we end up with a program that has the horrible bahaviour of hanging when trying to read from a disconnected drive for instance, whereas we'd rather make it show an error right away). Or we could make the timeout value a user setting, but then we need to ducument it clearly and even then not all customers are tech savy enough to really understand what it does. Or we could try and wait until another customer reports timeouts and increase the value again. And again. Until we find something ok for 99.99% of the cases.. Any good practice for this type of situation?

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  • Build a view frustum from angles

    - by MulletDevil
    I have 4 angles, left, right, top & bottom. These angles are in degrees. They define the angle between the forward vector and the corresponding side. I am trying to use these to calculate the required values for Perseective Off Centre function found here http://docs.unity3d.com/Documentation/ScriptReference/Camera-projectionMatrix.html I tried doing (near plane-far plane) * Tan(angle) But that didn't give the correct results.

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  • What are known approaches to graphing algebraic expressions?

    - by jeremynealbrown
    I am planning to build an expression parser that will be used to graph algebraic functions ( think TI-83 ) with JavaScript. Functions will take the form of f(x)= Aside from typical operators such as: + - * / ^ I'd also like to add support for inline functions such as: sin(), cos(), log() and random(). I have looked at implementing the Shunting Yard algorithm for parsing expressions, but it does not look like an efficient approach to evaluating a function with a hundreds or thousands of inputs. What other known algorithms exist for this task?

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  • Deciding between obj->func() and func(obj)

    - by GSto
    I was thinking about this when I was starting to set up some code for a new project: are there any rules of thumb for when a method should be part of an object, and when it should be a stand alone function that takes an object as a parameter? EDIT: as pointed out in a comment, this can depend on language. I was working in C++ when it came to mind, though I'm this is an issue across a number of languages (and would still love to see answers that pertain to them).

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • C# 5: At last, async without the pain

    - by Alex.Davies
    For me, the best feature in Visual Studio 11 is the async and await keywords that come with C# 5. I am a big fan of asynchronous programming: it frees up resources, in particular the thread that a piece of code needs to run in. That lets that thread run something else, while waiting for your long-running operation to complete. That's really important if that thread is the UI thread, or if it's holding a lock because it accesses some data structure. Before C# 5, I think I was about the only person in the world who really cared about asynchronous programming. The trouble was that you had to go to extreme lengths to make code asynchronous. I would forever be writing methods that, instead of returning a value, accepted an extra argument that is a "continuation". Then, when calling the method, I'd have to pass a lambda in to it, which contained all the stuff that needed to happen after the method finished. Here is a real snippet of code that is in .NET Demon: m_BuildControl.FilterEnabledForBuilding(     projects,     enabledProjects = m_OutOfDateProjectFinder.FilterNeedsBuilding(         enabledProjects,         newDirtyProjects =         {             // Mark any currently broken projects as dirty             newDirtyProjects.UnionWith(m_BrokenProjects);             // Copy what we found into the set of dirty things             m_DirtyProjects = newDirtyProjects;             RunSomeBuilds();         })); It's just obtuse. Who puts a lambda inside a lambda like that? Well, me obviously. But surely enabledProjects should just be the return value of FilterEnabledForBuilding? And newDirtyProjects should just be the return value of FilterNeedsBuilding? C# 5 async/await lets you write asynchronous code without it looking so stupid. Here's what I plan to change that code to, once we upgrade to VS 11: var enabledProjects = await m_BuildControl.FilterEnabledForBuilding(projects); var newDirtyProjects = await m_OutOfDateProjectFinder.FilterNeedsBuilding(enabledProjects); // Mark any currently broken projects as dirty newDirtyProjects.UnionWith(m_BrokenProjects); // Copy what we found into the set of dirty things m_DirtyProjects = newDirtyProjects; RunSomeBuilds(); Much easier to read! But how is this the same code? If we were on the UI thread, doesn't the UI thread have to block while FilterEnabledForBuilding runs? No, it doesn't, and that's the magic of the await keyword! It cuts your method up into its constituent pieces, much like I did manually with lambdas before. When you run it, only the piece up to the first await actually runs. The rest is passed to FilterEnabledForBuilding as a continuation, which will get called back whenever that method is finished. In the meantime, our thread returns, and can go back to making the UI responsive, or whatever else threads do in their spare time. This is actually a massive simplification, and if you're interested in all the gory details, and speed hacks that the await keyword actually does for you, I recommend Jon Skeet's blog posts about it.

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  • How do I use D3DXVec3Unproject with D3D11?

    - by Miguel P
    I'm having a small issue with D3DXVec3Unproject. I'm currently using Direct3D 11 and not 10, and the signature for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld As you may have noticed, it requires a D3D10_VIEWPORT, and I'm using a Direct3D 11 viewport, D3D11_VIEWPORT. Do you have any ideas how I can use D3DXVec3Unproject with Direct3D 11?

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  • Web Design Gone Wrong

    Web Development can be one of the most difficult tasks to undertake. The varying degrees of involvement with the client can provide either useful or counterproductive elements in the overall product. Unfortunately, the compromises between form, function, and taste can leave a website as functional as someone who refused to obey the warning label and put their hand under the lawn mower.

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  • What problems can arise from emulating concepts from another languages?

    - by Vandell
    I've read many times on the web that if your language doesn't support some concept, for example, object orientation, or maybe function calls, and it's considered a good practice in this other context, you should do it. The only problem I can see now is that other programmers may find your code too different than the usual, making it hard for them to program. What other problems do you think may arise from this?

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  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

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  • Validate if aTextBox Value Start with a Specific Letter

    - by Vincent Maverick Durano
    In case you will be working on a page that needs to validate the first character of the TextBox entered by a user then here are two options that you can use: Option 1: Using an array   1: <asp:Content ID="Content1" ContentPlaceHolderID="HeadContent" runat="server"> 2: <script type="text/javascript"> 3: function CheckFirstChar(o) { 4: var arr = ['A', 'B', 'C', 'D']; 5: if (o.value.length > 0) { 6: for (var i = 0; i < arr.length; i++) { 7: if (o.value.charAt(0) == arr[i]) { 8: alert('Valid'); 9: return true; 10: } 11: else { 12: alert('InValid'); 13: return false; 14: } 15: } 16: } 17: } 18: </script> 19: </asp:Content> 20: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> 21: <asp:TextBox ID="TextBox1" runat="server" onblur="return CheckFirstChar(this);"></asp:TextBox> 22: </asp:Content>   The example above uses an array of string for storing the list of  characters that a TextBox value should start with. We then iterate to the array and compare the first character of TextBox value to see if it matches any characters from the array. Option 2: Using Regular Expression (Preferred way)   1: <asp:Content ID="Content1" ContentPlaceHolderID="HeadContent" runat="server"> 2: <script type="text/javascript"> 3: function CheckFirstChar(o) { 4: pattern = /^(A|B|C|D)/; 5: if (!pattern.test(o.value)) { 6: alert('InValid'); 7: return false; 8: } else { 9: alert('Valid'); 10: return true; 11: } 12: } 13: </script> 14: </asp:Content> 15: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> 16: <asp:TextBox ID="TextBox1" runat="server" onblur="return CheckFirstChar(this);"></asp:TextBox> 17: </asp:Content>   The example above uses regular expression with the pattern  /^(A|B|C|D)/. This will check if the TextBox value starts with A,B,C or D. Please note that it's case sensitive. If you want to allow lower case then you can alter the patter to this /^(A|B|C|D)/i. The i in the last part will cause a case-insensitive search.   That's it! I hope someone find this post useful!

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  • My co-worker has not been doing such a good job for the past decade. What do I do? [closed]

    - by stijn
    Possible Duplicate: How do I approach a coworker about his or her code quality? I started working with him almost a decade ago and back then I had never really programmed before, being a young hardware engineer. Right now however I have made quite some progress in all areas being part of software design and i am much, much more skilled than my co-worker who is 15 years older and has been programming more than twice as long. He is super nice and definitely smart enough, but lately his lack of skill and performance are starting to drag me down because we're more and more working on the same codebase. And soon we are going to do a quite ambitious start from scratch creating a whole new hard/software system. I feel it is time to address all issues now, but i do not know how to start. Here are some of the things that I would like to see him improve on: no consistent usage of style, spaces nor tabs (eg if(something ) a =b ) adds newlines around pieces of code to make it easier to read, then commits those with messages like 'no changes made' overall commit messages are useless and so are most of the comments, if there are any (eg 'remove solves for bug Rik' if Rik reported a bug). There is no function/class documentation. lots of spelling errors, in both English and native language, which sometimes are mixed 6/7/8 level deep deep nesting is no exception, a lot of functions start with one level already like if(ptr!=Null){ even when ptr is the result of allocation via new in the constructor numerous source files have over 10k lines of those lines, a major part is simply a result of copy-pasting functionality instead of using a function. This includes copying comments so we end up with 50 occurrences of var=NULL; //TODO TEST this!!!!!!! another part is hundreds of lines of dead code knows what versioning does, yet comments out old code and places new code underneath it when making changes coding skills are below par, especially for the type of rather high precision applications we do. Yet somehow, after a lot of trying and testing, stuff starts to work. But then breaks again some time later because every change casues a waterfall effect. violates every single item in the C++ FAQ lite, practices every bad practice I can think of still doesn't know how to properly use the debugger, but spends hours inspecting messy logfiles in notepad on a tiny laptop screen. Does not make any adjustments to the settings of the software he uses. Never uses keyboard shortcuts. does not seem to progress or learn new things at all. Work rather slow, mostly due to the lack of planning and incorrect usage of tools. How does one deal with this? For starters, how do I make him aware of all these problems? Should I tell the staff about it? And the next step, how to get him to learn new things and adopt another way of working?

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  • Animate multiple entities

    - by Robert
    I'm trying to animate multiple(3) entities using one model(IQM format). It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think problem is there). What's the best way to animate multiple entities (with different animation ofc) in OpenGL? I think I can try build one VBO / entity for better performances but I don't think it's the best way to do it.

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  • Delete button in Ubuntu One Notes

    - by Jean MC13
    For the whishlist... The 'delete button' in Ubuntu One Notes is exactly in the same place as the 'save' button. So I saved a long note, but as my finger clicked two times on the save button, the second click was on the 'delete' one ! Lost without return possible. <:-(( This annoying feature could easily be changed : - put the delete button in another place - before deleting : ask for confirmation - offer a way to cancel ('undelete' function)

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  • Why is MaybeChannelBound callable?

    - by William Payne
    The Queue class in the python kombu library inherits from MaybeChannelBound, which in turn implements the call method (making it callable). The call() method itself is a thin wrapper around the bind() method. It is not clear why this was done, as calling the bind() method seems (to my simple mind, at least) to be clearer and more descriptive of the intent of the function. Why would somebody use the call() method in a situation like this?

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  • Hashing 3D position into 2D position

    - by notabene
    I am doing volumetric raycasting and curently working on depth jitter. I have 3D position on ray and want to sample 2D noise texture to jitter the depth. Function for converting (or hashing) 3D position to 2D have to produce absolutely different numbers for a little changes (especialy because i am sampling in texture space so sample values differs very very little) and have to be "shader-wise" - so forget about branches, cycles etc. I'm looking forward for yours nice and fast solutions.

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