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  • Improving the efficiency of my bloom/glow shader

    - by user1157885
    I'm making a neon style game where everything is glowing but the glow I have is kinda small and I want to know if there's an efficient way to increase the size of it other than increasing the pixel sample iterations. Right now I have something like this: float4 glowColor = tex2D(glowSampler, uvPixel); //Makes the inital lines brighter/closer to white if (glowColor.r != 0 || glowColor.g != 0 || glowColor.b != 0) { glowColor += 0.5; } //Loops over the weights and offsets and samples from the pixels based on those numbers for (int i = 0; i < 20; i++) { glowColor += tex2D(glowSampler, uvPixel + glowOffsets[i] + 0.0018) * glowWeights[i]; } finalColor += glowColor; for the offsets it moves up, down, left and right (5 times each so it loops over 20 times) and the weights just lower the glow amount the further away it gets. The method I was using before to increase it was to increase the number of iterations from 20 to 40 and to increase the size of the offset/weight array but my computer started to have FPS drops when I was doing this so I was wondering how can I make the glow bigger/more vibrant without making it so CPU/Gcard intensive?

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  • Why isn't one of the constant buffers being loaded inside the shader?

    - by Paul Ske
    I however got the model to load under tessellation; only problem is that one of the constant buffers aren't actually updating the shader's tessellation factor inside the hullshader. I created a messagebox at the rendering point so I know for sure the tessellation factor is assigned to the dynamic constant buffer. Inside the shader code where it says .Edges[1] = tessellationAmount; the tessellationAmount is suppose to be sent from the dynamic buffer to the shader. Otherwise it's just a plain box. In better explanation; there's a matrixBuffer, cameraBuffer, TessellationBuffer for constant. There's a multiBuffer array that assigns the matrix, camera, tesselation. So, when I set the Hull Shader, PixelShader, VertexShader, DomainShader it gets assigned by the multibuffer. E.G. devcon-HSSetConstantBuffers(0,3,multibuffer); The only way around the whole ideal would be to go in the shader and change how much the edges tessellate and inside the edges as well with the same number. My question is why wouldn't the tessellationBuffer not work in the shader?

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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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  • Hue, saturation, brightness, contrast effect in hlsl

    - by Vibhore Tanwer
    I am new to pixel shader, and I am trying to write a simple brightness, contrast, hue, saturation effect. I have written a shader for it but I doubt that my shader is not providing me correct result, Brightness, contrast, saturation is working fine, problem is with hue. if I apply hue between -1 to 1, it seems to be working fine, but to make things more sharp, I need to apply hue value between -180 and 180, like we can apply hue in Paint.NET. Here is my code. // Amount to shift the Hue, range 0 to 6 float Hue; float Brightness; float Contrast; float Saturation; float Alpha; sampler Samp : register(S0); // Converts the rgb value to hsv, where H's range is -1 to 5 float3 rgb_to_hsv(float3 RGB) { float r = RGB.x; float g = RGB.y; float b = RGB.z; float minChannel = min(r, min(g, b)); float maxChannel = max(r, max(g, b)); float h = 0; float s = 0; float v = maxChannel; float delta = maxChannel - minChannel; if (delta != 0) { s = delta / v; if (r == v) h = (g - b) / delta; else if (g == v) h = 2 + (b - r) / delta; else if (b == v) h = 4 + (r - g) / delta; } return float3(h, s, v); } float3 hsv_to_rgb(float3 HSV) { float3 RGB = HSV.z; float h = HSV.x; float s = HSV.y; float v = HSV.z; float i = floor(h); float f = h - i; float p = (1.0 - s); float q = (1.0 - s * f); float t = (1.0 - s * (1 - f)); if (i == 0) { RGB = float3(1, t, p); } else if (i == 1) { RGB = float3(q, 1, p); } else if (i == 2) { RGB = float3(p, 1, t); } else if (i == 3) { RGB = float3(p, q, 1); } else if (i == 4) { RGB = float3(t, p, 1); } else /* i == -1 */ { RGB = float3(1, p, q); } RGB *= v; return RGB; } float4 mainPS(float2 uv : TEXCOORD) : COLOR { float4 col = tex2D(Samp, uv); float3 hsv = rgb_to_hsv(col.xyz); hsv.x += Hue; // Put the hue back to the -1 to 5 range //if (hsv.x > 5) { hsv.x -= 6.0; } hsv = hsv_to_rgb(hsv); float4 newColor = float4(hsv,col.w); float4 colorWithBrightnessAndContrast = newColor; colorWithBrightnessAndContrast.rgb /= colorWithBrightnessAndContrast.a; colorWithBrightnessAndContrast.rgb = colorWithBrightnessAndContrast.rgb + Brightness; colorWithBrightnessAndContrast.rgb = ((colorWithBrightnessAndContrast.rgb - 0.5f) * max(Contrast + 1.0, 0)) + 0.5f; colorWithBrightnessAndContrast.rgb *= colorWithBrightnessAndContrast.a; float greyscale = dot(colorWithBrightnessAndContrast.rgb, float3(0.3, 0.59, 0.11)); colorWithBrightnessAndContrast.rgb = lerp(greyscale, colorWithBrightnessAndContrast.rgb, col.a * (Saturation + 1.0)); return colorWithBrightnessAndContrast; } technique TransformTexture { pass p0 { PixelShader = compile ps_2_0 mainPS(); } } Please If anyone can help me learning what am I doing wrong or any suggestions? Any help will be of great value. EDIT: Images of the effect at hue 180: On the left hand side, the effect I got with @teodron answer. On the right hand side, The effect Paint.NET gives and I'm trying to reproduce.

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  • Unable to login to Amazon EC2 compute server

    - by MasterGaurav
    I am unable to login to the EC2 server. Here's the log of the connection-attempt: $ ssh -v -i ec2-key-incoleg-x002.pem [email protected] OpenSSH_5.6p1, OpenSSL 0.9.8p 16 Nov 2010 debug1: Reading configuration data /home/gvaish/.ssh/config debug1: Applying options for * debug1: Connecting to ec2-50-16-0-207.compute-1.amazonaws.com [50.16.0.207] port 22. debug1: Connection established. debug1: identity file ec2-key-incoleg-x002.pem type -1 debug1: identity file ec2-key-incoleg-x002.pem-cert type -1 debug1: identity file /home/gvaish/.ssh/id_rsa type -1 debug1: identity file /home/gvaish/.ssh/id_rsa-cert type -1 debug1: Remote protocol version 2.0, remote software version OpenSSH_5.3 debug1: match: OpenSSH_5.3 pat OpenSSH* debug1: Enabling compatibility mode for protocol 2.0 debug1: Local version string SSH-2.0-OpenSSH_5.6 debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug1: kex: server->client aes128-ctr hmac-md5 none debug1: kex: client->server aes128-ctr hmac-md5 none debug1: SSH2_MSG_KEX_DH_GEX_REQUEST(1024<1024<8192) sent debug1: expecting SSH2_MSG_KEX_DH_GEX_GROUP debug1: SSH2_MSG_KEX_DH_GEX_INIT sent debug1: expecting SSH2_MSG_KEX_DH_GEX_REPLY debug1: Host 'ec2-50-16-0-207.compute-1.amazonaws.com' is known and matches the RSA host key. debug1: Found key in /home/gvaish/.ssh/known_hosts:8 debug1: ssh_rsa_verify: signature correct debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug1: SSH2_MSG_NEWKEYS received debug1: Roaming not allowed by server debug1: SSH2_MSG_SERVICE_REQUEST sent debug1: SSH2_MSG_SERVICE_ACCEPT received debug1: Authentications that can continue: publickey debug1: Next authentication method: publickey debug1: Trying private key: ec2-key-incoleg-x002.pem debug1: read PEM private key done: type RSA debug1: Authentications that can continue: publickey debug1: Trying private key: /home/gvaish/.ssh/id_rsa debug1: No more authentication methods to try. Permission denied (publickey). What can be the possible reason? How do I fix the issue?

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  • Better solution for boolean mixing?

    - by Ruben Nunez
    Sorry if this question has been asked in the past, but searching Google and here didn't yield relevant results, so here goes. I'm working on a fragment shader that implements both conditional/boolean diffuse and bump mapping (that is to say, you don't need a diffuse texture or a normals texture, and if they're not present, they're simply changed to default values). My current solution is to use a uniform float to say "mix amount". For example, computing the diffuse texel works as: // Compute diffuse amount scaled by vCol // If no texture is present (mDif = 0.0), then DiffuseTexel = vCol // kT[0] is the diffuse texture // vTex is the texture co-ordinates // mDif is the uniform float containing the mix amount (either 0.0 or 1.0) vec4 DiffuseTexel = vCol*mix(vec4(1.0), texture2D(kT[0], vTex), mDif); While that works great and all, I was wondering if there's a better way of doing this, as I will never have any use for in-between values for funky effects. I know that perhaps the best solution is to simply write separate shaders for mDif=0.0 and mDif=1.0, but I'd like a more elegant solution than splicing shaders before compiling or writing multiple shader files and keeping each one updated. Any ideas are greatly appreciated. =)

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  • compute sound FFT in Flex without playing it

    - by paleozogt
    Flex has the SoundMixer.computeSpectrum function that lets you compute an FFT from the currently playing sound. What I'd like to do is compute an FFT without playing the sound. Since Flash 10.1 lets us access the microphone bytes directly, it seems like I should be able to compute the FFT directly off of what the user is speaking.

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  • Compute hash of class code at runtime (C#)?

    - by Breck Fresen
    Is it possible to compute the hash of a class at runtime in C# (presumably through reflection)? To be clear, I don't want to compute the hashcode of an instance of said class, I want to compute the hash of the class code itself (if a function in the class changes, I'd expect a different hash code to be computed). Ideally this would only be sensitive to changes in the object code (and not just a hash of the string representation of the code itself). Thanks in advance for your help, -- Breck

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  • Exclusive compute mode with OpenCL+NVidia

    - by lokli
    Hi, I have a question to exclusive compute mode with NVidia+OpenCL. I can set up exclusive compute mode (page 74 from cuda programming guide 3.0) with nvidia-smi on a nvidia-gpu . that means, only one program can compute on gpu. cuda runtime schedules than app automatically. but I have a problem with opencl-programs in this case: if one application runs on a gpu with setted exclusive compute mode and second opencl-program calls clGetDeviceInfo(..., CL_DEVICE_AVAILABLE, ...) with the same GPU is the result == CL_TRUE. After that if opencl-app tries to create a context on this device, than crashes the running app (both). How can i find out an available GPU with OpenCL? Thanks.

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  • SRV from UAV on the same texture in directx

    - by notabene
    I'm programming gpgpu raymarching (volumetric raytracing) in directx11. I succesfully perform compute shader and save raymarched volume data to texture. Then i want to use same texture as SRV in normal graphic pipeline. But it doesnt work, texture is not visible. Texture is ok, when i save it file it is what i expect. Texture rendering is ok too, when i render another SRV, it is ok. So problem is only in UAV-SRV. I also triple checked if pointers are ok. Please help, i'm getting mad about this. Here is some code: //before dispatch D3D11_TEXTURE2D_DESC textureDesc; ZeroMemory( &textureDesc, sizeof( textureDesc ) ); textureDesc.Width = xr; textureDesc.Height = yr; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE ; textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; D3D->CreateTexture2D( &textureDesc, NULL, &pTexture ); D3D11_UNORDERED_ACCESS_VIEW_DESC viewDescUAV; ZeroMemory( &viewDescUAV, sizeof( viewDescUAV ) ); viewDescUAV.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; viewDescUAV.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; viewDescUAV.Texture2D.MipSlice = 0; D3DD->CreateUnorderedAccessView( pTexture, &viewDescUAV, &pTextureUAV ); //the getSRV function after dispatch. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc ; ZeroMemory( &srvDesc, sizeof( srvDesc ) ); srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = 1; D3DD->CreateShaderResourceView( pTexture, &srvDesc, &pTextureSRV);

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  • Pixel bender shaders with multiple outputs in flash?

    - by sold
    According to the pixel bender specs a shader can have one or more outputs. The pixel bender toolkit, whose "export to flash" option tends to be preety strict about the flash specific do's and dont's, would even compile such a shader without complaints. However actionscript's shader related classes seem to be geared toward single output shaders. Is there any way to have multiple shader outputs in flash?

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  • How to efficiently render resizable GUI elements in DirectX?

    - by PolGraphic
    I wonder what would be most efficient way to render the GUI elements. When we're talking about constant-size elements (that can still be moving), the textures' atlas seems to be good. But what with the resizeable elements? Let's say the panel (with textured borders)? Is there any better way than just render 9 rectangles with textures on them (I guess one texture and different textures coordinates for left-top corner, border, middle etc. used in shader)?

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  • Rackspace Cloud Sites: Compute Cycles exploding. Very expensive

    - by Jaap
    Since last week my compute cycles (CC) went through the roof (Rackspace Cloud Sites). Normally I stay under the 10,000 cycles per month . Now this month I already have more than 75,000 compute cycles. I don't have more visitors and I did not change anything in the code. I looked in the raw log files, that didn't help either... This explosion of CC already costs me more than 750 USD right now. And still counting. Anyone know what to do? I have contacted Rackspace last week. But still no solution/answer.... Looks like Rackspace is liking the money! Help! Thanks.

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  • Standalone server setup for compute capacity

    - by mikera
    I'm developing an application for my company that will require a lot of compute capacity (running some very big mathematical calculations), and looking for some form of server setup to do this. For various reasons, we want to run this on-site in our office rather than hosting it externally. It's been a while since I last had to set up my own servers so I thought I would tap into the collective wisdom of serverfault! My broad requirements are: Budget $30-50k, with an aim to get as much compute capacity as possible for that budget 64-bit servers suitable to run Ubuntu Linux + Java Some relatively standalone rack that can be installed in secure office space Fast/low latency network connections between the servers, but don't really care about connectivity to the outside world Storage capacity shared between the servers - they don't necessarily need their own storage providing they can be booted from a common image Downtime can be tolerated (since the calculations are run in batch mode) The software itself is fault-tolerant, so there is no need for extra resiliency in the server setup (cheap replaceable commodity parts will be fine in general) Given these requirements what kind of setup would you recommend and why?

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  • AWS EC2: how to compute the cost

    - by EsseTi
    i'm new to AWS, i'm using the free right not and it's terrific. Now, in 1yr the free expires. i went to the website http://aws.amazon.com/ec2/pricing/ where the pricing is but i didn't really get how to compute it. The price are in $ per Hours but i don't think that this means, if i need to have my application running 24h/365d i've to multiplay it for 8760, or do i have? because they write about usage, but how do i compute this value? if i've a website where people in total spend smt like 10 minutes a month and 1 where people spend 750hour a months i pay the same? i can't believe that is the same price. PS:if i've a scheduled task, does it affect the usage?

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  • Best approach to depth streaming via existing codec

    - by Kevin
    I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered off-line by a production-grade renderer. To allow the runtime imagery to properly interact with the background art, I wrote a program to convert from depth output by Mental Ray into a texture, and a pixel shader to draw a quad such that the Z data comes from the texture. This technique is working out very well, but now we've decided that some of the camera angle changes between scenes should be animated. The animation itself is straightforward to produce from our CG models. We intend to encode it to some HD video codec such as H.264. The problem is that in order to maintain our runtime imagery on the screen, the depth buffer will need to be loaded for each video frame. Due to the bandwidth, the video's depth data will need to be compressed efficiently. I've looked into methods for performing temporal compression of depth info and found an interesting research paper here: http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/depth-streaming.pdf The method establishes a mapping between 16-bit depth values and YCbCr values. The mapping is tuned to the properties of existing video codecs in order to maximize precision of the decoded depths after the YCbCr has undergone video compression. It allows an existing, unmodified video codec to be used on the backend. I'm looking at how to pull this off with the least possible work. (This design change was unplanned.) Our game engine itself is native C++, presently for Win32 and DirectX, although we've worked hard to keep platform dependence segregated because we intend other ports. We don't have motion video facilities in the engine yet but will ultimately need that anyway for cinematics. I was planning on using some off-the-shelf motion video solution we can plug into our engine, and haven't chosen one yet. This new added requirement makes selecting one harder since, among other things, we'll now need to bypass colourspace conversion on one of the streams, and also will need to be playing two streams simultaneously in lockstep, on top of in some cases audio on one of them (for the cinematics). I'm also wondering if it's possible (or even useful) to do the conversion from YCbCr to depth in a pixel shader, or if it's better to just do it in CPU and separately load the resulting depth values into a locked tex. The conversion unfortunately does involve branching logic per-pixel. (There are more naive mappings that don't need branching, but they produce inferior results.) It could be reduced to a table lookup but the table would be 32MB. Programming is second-nature to me but I'm not that experienced with pix shaders and have zero knowledge of off-the-shelf video solutions. I'd therefore be interested in advice from others who may have dealt more with depth streaming, pixel shaders, and/or off-the-shelf codecs, regarding how feasible the proposed application is and what off-the-shelf video systems out there would best get along with this usage case.

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  • Windows Azure Use Case: Web Applications

    - by BuckWoody
    This is one in a series of posts on when and where to use a distributed architecture design in your organization's computing needs. You can find the main post here: http://blogs.msdn.com/b/buckwoody/archive/2011/01/18/windows-azure-and-sql-azure-use-cases.aspx  Description: Many applications have a requirement to be located outside of the organization’s internal infrastructure control. For instance, the company website for a brick-and-mortar retail company may want to post not only static but interactive content to be available to their external customers, and not want the customers to have access inside the organization’s firewall. There are also cases of pure web applications used for a great many of the internal functions of the business. This allows for remote workers, shared customer/employee workloads and data and other advantages. Some firms choose to host these web servers internally, others choose to contract out the infrastructure to an “ASP” (Application Service Provider) or an Infrastructure as a Service (IaaS) company. In any case, the design of these applications often resembles the following: In this design, a server (or perhaps more than one) hosts the presentation function (http or https) access to the application, and this same system may hold the computational aspects of the program. Authorization and Access is controlled programmatically, or is more open if this is a customer-facing application. Storage is either placed on the same or other servers, hosted within an RDBMS or NoSQL database, or a combination of the options, all coded into the application. High-Availability within this scenario is often the responsibility of the architects of the application, and by purchasing more hosting resources which must be built, licensed and configured, and manually added as demand requires, although some IaaS providers have a partially automatic method to add nodes for scale-out, if the architecture of the application supports it. Disaster Recovery is the responsibility of the system architect as well. Implementation: In a Windows Azure Platform as a Service (PaaS) environment, many of these architectural considerations are designed into the system. The Azure “Fabric” (not to be confused with the Azure implementation of Application Fabric - more on that in a moment) is designed to provide scalability. Compute resources can be added and removed programmatically based on any number of factors. Balancers at the request-level of the Fabric automatically route http and https requests. The fabric also provides High-Availability for storage and other components. Disaster recovery is a shared responsibility between the facilities (which have the ability to restore in case of catastrophic failure) and your code, which should build in recovery. In a Windows Azure-based web application, you have the ability to separate out the various functions and components. Presentation can be coded for multiple platforms like smart phones, tablets and PC’s, while the computation can be a single entity shared between them. This makes the applications more resilient and more object-oriented, and lends itself to a SOA or Distributed Computing architecture. It is true that you could code up a similar set of functionality in a traditional web-farm, but the difference here is that the components are built into the very design of the architecture. The API’s and DLL’s you call in a Windows Azure code base contains components as first-class citizens. For instance, if you need storage, it is simply called within the application as an object.  Computation has multiple options and the ability to scale linearly. You also gain another component that you would either have to write or bolt-in to a typical web-farm: the Application Fabric. This Windows Azure component provides communication between applications or even to on-premise systems. It provides authorization in either person-based or claims-based perspectives. SQL Azure provides relational storage as another option, and can also be used or accessed from on-premise systems. It should be noted that you can use all or some of these components individually. Resources: Design Strategies for Scalable Active Server Applications - http://msdn.microsoft.com/en-us/library/ms972349.aspx  Physical Tiers and Deployment  - http://msdn.microsoft.com/en-us/library/ee658120.aspx

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  • Fragment-shader blur ... how does this work?

    - by anon
    uniform sampler2D sampler0; uniform vec2 tc_offset[9]; void blur() { vec4 sample[9]; for(int i = 0; i < 9; ++i) sample[i] = texture2D(sampler0, gl_TexCoord[0].st + tc_offset[i]); gl_FragColor = (sample[0] + (2.0 * sample[1]) + sample[2] + (2.0 * sample[3]) + sample[4] + 2.0 * sample[5] + sample[6] + 2.0 * sample[7] + sample[8] ) / 13.0; } How does the sample[i] = texture2D(sample0, ...) line work? It seems like to blur an image, I have to first generate the image, yet here, I'm somehow trying to query the very iamge I'm generating. How does this work?

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  • Shader vs Shader Material , papervision specific , general insight welcome.

    - by RadAdam
    hello overflow. I asked this question on the pv3d forum and not a single person could, or cared to answer it. Im relatively new to 3d so i apologize if this is common sense to some. I have a sphere , in which i am applying a CellMaterial to. Looks great. I noticed that in the papervision sdk , there is also a CellShader. Should I be using this in congruence with the CellMaterial ? Should it be one or the other ? Is shader , a deprecated practice to Shader Material ? My initial thoughts were that the shader applies to the whole scene , while materials can be applied uniquely to objects. The documentation seems to show otherwise. What benefit if any could be gained by using both a CellShader and a CellMaterial ? id really love to get some ambient inclusion in there some how.

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  • The Proper Use of the VM Role in Windows Azure

    - by BuckWoody
    At the Professional Developer’s Conference (PDC) in 2010 we announced an addition to the Computational Roles in Windows Azure, called the VM Role. This new feature allows a great deal of control over the applications you write, but some have confused it with our full infrastructure offering in Windows Hyper-V. There is a proper architecture pattern for both of them. Virtualization Virtualization is the process of taking all of the hardware of a physical computer and replicating it in software alone. This means that a single computer can “host” or run several “virtual” computers. These virtual computers can run anywhere - including at a vendor’s location. Some companies refer to this as Cloud Computing since the hardware is operated and maintained elsewhere. IaaS The more detailed definition of this type of computing is called Infrastructure as a Service (Iaas) since it removes the need for you to maintain hardware at your organization. The operating system, drivers, and all the other software required to run an application are still under your control and your responsibility to license, patch, and scale. Microsoft has an offering in this space called Hyper-V, that runs on the Windows operating system. Combined with a hardware hosting vendor and the System Center software to create and deploy Virtual Machines (a process referred to as provisioning), you can create a Cloud environment with full control over all aspects of the machine, including multiple operating systems if you like. Hosting machines and provisioning them at your own buildings is sometimes called a Private Cloud, and hosting them somewhere else is often called a Public Cloud. State-ful and Stateless Programming This paradigm does not create a new, scalable way of computing. It simply moves the hardware away. The reason is that when you limit the Cloud efforts to a Virtual Machine, you are in effect limiting the computing resources to what that single system can provide. This is because much of the software developed in this environment maintains “state” - and that requires a little explanation. “State-ful programming” means that all parts of the computing environment stay connected to each other throughout a compute cycle. The system expects the memory, CPU, storage and network to remain in the same state from the beginning of the process to the end. You can think of this as a telephone conversation - you expect that the other person picks up the phone, listens to you, and talks back all in a single unit of time. In “Stateless” computing the system is designed to allow the different parts of the code to run independently of each other. You can think of this like an e-mail exchange. You compose an e-mail from your system (it has the state when you’re doing that) and then you walk away for a bit to make some coffee. A few minutes later you click the “send” button (the network has the state) and you go to a meeting. The server receives the message and stores it on a mail program’s database (the mail server has the state now) and continues working on other mail. Finally, the other party logs on to their mail client and reads the mail (the other user has the state) and responds to it and so on. These events might be separated by milliseconds or even days, but the system continues to operate. The entire process doesn’t maintain the state, each component does. This is the exact concept behind coding for Windows Azure. The stateless programming model allows amazing rates of scale, since the message (think of the e-mail) can be broken apart by multiple programs and worked on in parallel (like when the e-mail goes to hundreds of users), and only the order of re-assembling the work is important to consider. For the exact same reason, if the system makes copies of those running programs as Windows Azure does, you have built-in redundancy and recovery. It’s just built into the design. The Difference Between Infrastructure Designs and Platform Designs When you simply take a physical server running software and virtualize it either privately or publicly, you haven’t done anything to allow the code to scale or have recovery. That all has to be handled by adding more code and more Virtual Machines that have a slight lag in maintaining the running state of the system. Add more machines and you get more lag, so the scale is limited. This is the primary limitation with IaaS. It’s also not as easy to deploy these VM’s, and more importantly, you’re often charged on a longer basis to remove them. your agility in IaaS is more limited. Windows Azure is a Platform - meaning that you get objects you can code against. The code you write runs on multiple nodes with multiple copies, and it all works because of the magic of Stateless programming. you don’t worry, or even care, about what is running underneath. It could be Windows (and it is in fact a type of Windows Server), Linux, or anything else - but that' isn’t what you want to manage, monitor, maintain or license. You don’t want to deploy an operating system - you want to deploy an application. You want your code to run, and you don’t care how it does that. Another benefit to PaaS is that you can ask for hundreds or thousands of new nodes of computing power - there’s no provisioning, it just happens. And you can stop using them quicker - and the base code for your application does not have to change to make this happen. Windows Azure Roles and Their Use If you need your code to have a user interface, in Visual Studio you add a Web Role to your project, and if the code needs to do work that doesn’t involve a user interface you can add a Worker Role. They are just containers that act a certain way. I’ll provide more detail on those later. Note: That’s a general description, so it’s not entirely accurate, but it’s accurate enough for this discussion. So now we’re back to that VM Role. Because of the name, some have mistakenly thought that you can take a Virtual Machine running, say Linux, and deploy it to Windows Azure using this Role. But you can’t. That’s not what it is designed for at all. If you do need that kind of deployment, you should look into Hyper-V and System Center to create the Private or Public Infrastructure as a Service. What the VM Role is actually designed to do is to allow you to have a great deal of control over the system where your code will run. Let’s take an example. You’ve heard about Windows Azure, and Platform programming. You’re convinced it’s the right way to code. But you have a lot of things you’ve written in another way at your company. Re-writing all of your code to take advantage of Windows Azure will take a long time. Or perhaps you have a certain version of Apache Web Server that you need for your code to work. In both cases, you think you can (or already have) code the the software to be “Stateless”, you just need more control over the place where the code runs. That’s the place where a VM Role makes sense. Recap Virtualizing servers alone has limitations of scale, availability and recovery. Microsoft’s offering in this area is Hyper-V and System Center, not the VM Role. The VM Role is still used for running Stateless code, just like the Web and Worker Roles, with the exception that it allows you more control over the environment of where that code runs.

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  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

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  • “compute launch button tooltip” error in eclipse

    - by Brahms
    I'm trying to run Android SDK with Eclipse for the first time. I have never used Eclipse before and I'm running into the following error message over and over again, with no specific trigger: "compute launch button tooltip has encountered a problem" I tried to Google it but I can't find a solution. It's driving me crazy, please help. I'm using Ubuntu 12.04 LTS. I tried re-installing Eclipse, same thing.

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  • Tool to compute SHA256 Tree Hash

    - by Benjamin
    I've started using AWS Glacier, and noticed that it hashes the files using an algorithm called SHA-256 Tree Hash. To my surprise, this algorithm is different from SHA-256, so I can't use the tools I'm used to, to compare hashes and verify file integrity. Do you know a Windows tool, if possible integrated in the context menu, to compute the SHA-256 Tree Hash of a file? I'd also accept a Linux command-line tool, as a second choice :-)

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  • How to set TextureFilter to Point to make example Bloom filter work?

    - by Mr Bell
    I have simple app that renders some particles and now I am trying to apply the bloom shader from the xna samplers ( http://create.msdn.com/en-US/education/catalog/sample/bloom ) to it, but I am running into this exception: "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4." When the BloomComponent tries to end the sprite batch in the DrawFullscreenQuad method: spriteBatch.Begin(0, BlendState.Opaque, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); //<------- Exception thrown here It seems to be related to the pixel shaders that I am using to animate the particle. In a nutshell, I have a texture2d in vector4 format that holds particle positions, and another one for velocities. Here is a snippet from that area: GraphicsDevice.SetRenderTarget(tempRenderTarget); animationEffect.CurrentTechnique = animationEffect.Techniques[technique]; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointWrap, DepthStencilState.DepthRead, RasterizerState.CullNone, animationEffect); spriteBatch.Draw(randomValues, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); What I comment out the code that calls the particle animation pixel shaders the bloom component runs fine. Is there some state that I need to reset to make the bloom work?

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