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  • How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?

    - by Byte56
    I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite and cube-like (think InfiniMiner or it's clone Minecraft). I only started using the Bullet Physics library yesterday, so perhaps I'm missing something obvious. So far I've extended the RigidBody class to override the checkCollisionWith(CollisionObject co) function. At the moment it's just a simple check of the origin, not using the other shape. I'll iterate on that later. For now it looks like this: @Override public boolean checkCollideWith(CollisionObject co) { Transform t = new Transform(); co.getWorldTransform(t); if(COLONY.SolidAtPoint(t.origin.x, t.origin.y,t.origin.z)){ return true; } return false; } This works great, as far as detecting when collisions happen. However, this doesn't handle the collision response. It seems that the default collision response is to move the colliding objects outside of each others shapes, possibly their AABBs. At the moment the shape of the terrain is just a box the size of the world. This means the entities that collide with the terrain just shoot away to outside that world size box. So it's clear that I either need to modify the collision response or I need to create a shape that conforms directly to the shape of the terrain. So which option is best and how do I go about implementing it? It should be noted that the terrain is dynamic and frequently modified by the player.

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  • Intersection of line with cube and knowing the point of intersection.

    - by Raj
    Hello everyone, description 1.lines are originating from origin(0,0,0). 2.lines are at some random angle to the Normal of Top face of teh cube. 3.if the lines are intersecting cube , calculate the intersection point. 4.mainly i wan to know how much distance ,line traveled inside the cube. I dont know exactly which approach should i take , i will be pleased and thankful if someone could guied me to the right direction, to use OpenGL, DirectX or some other library, for C# . some example or sample will be appriciated.

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  • Yet another frustum culling question

    - by Christian Frantz
    This one is kinda specific. If I'm to implement frustum culling in my game, that means each one of my cubes would need a bounding sphere. My first question is can I make the sphere so close to the edge of the cube that its still easily clickable for destroying and building? Frustum culling is easily done in XNA as I've recently learned, I just need to figure out where to place the code for the culling. I'm guessing in my method that draws all my cubes but I could be wrong. My camera class currently implements a bounding frustum which is in the update method like so frustum.Matrix = (view * proj); Simple enough, as I can call that when I have a camera object in my class. This works for now, as I only have a camera in my main game class. The problem comes when I decide to move my camera to my player class, but I can worry about that later. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; CurrentContainmentType = CamerasFrustrum.Contains(cubes.CollisionSphere); Can it really be as easy as adding those two lines to my foreach loop in my draw method? Or am I missing something bigger here? UPDATE: I have added the lines to my draw methods and it works great!! So great infact that just moving a little bit removes the whole map. Many factors could of caused this, so I'll try to break it down. cubeBoundingSphere = new BoundingSphere(cubePosition, 0.5f); This is in my cube constructor. cubePosition is stored in an array, The vertices that define my cube are factors of 1 ie: (1,0,1) so the radius should be .5. I least I think it should. The spheres are created every time a cube is created of course. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; foreach (Cube block in cube.cubes) { CurrentContainmentType = cam.frustum.Contains(cube.cubeBoundingSphere); ///more code here if (CurrentContainmentType != ContainmentType.Disjoint) { cube.Draw(effect); } Within my draw method. Now I know this works because the map disappears, its just working wrong. Any idea on what I'm doing wrong?

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  • Compiz cube issues since upgrading to 12.10. The caps and 3d windows are all over the place.

    - by Slarty
    I think it's due to residual settings from the old reflection and deformation plug in. I've attempted a complete reset of the settings and still no go though. The cube caps stay black and glitch out when I spin it etc and I see multiple copies of each window. It's like it's trying to display the "inside the cube" setting and the regular just floating 3d window at the same time. Here's one example (rep isn't high enough yet for fancy img imbed, sorry) http://i.stack.imgur.com/rrbBd.jpg Any ideas? I'm trying this on my desktop which is using an NVIDIA 8800 GTS card. I also tried it on an older laptop that uses an intel card and same deal. I think maybe I can use the dconftool and try to see if there are still settings from the deformation and reflection plug in causing this. Unless someone knows how to get that back (either a beta or an old version) somehow?

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  • SQL SERVER – What are Actions in SSAS and How to Make a Reporting Action

    - by Pinal Dave
    Actions are used for customized browsing and drilling of data for the end-user. It’s an event that a user can raise while accessing the cube data. They are used in cube browsers like excel and are triggered when a user in a client tool clicks on a particular member, level, dimension, cells or may be the cube itself.  For example a user might be able to see a reporting services report, open a web page or drill through to detailed information related to the cube data. Analysis server supports 3 types of actions :- Report Drill-through Standard Actions In this blog post, I will explain the Reporting  action. The objective of this action is to return a report with details of the product where the sales amount is greater than 1000 in cube browser analysis. You need to create a basic cube first with the facts and dimensions you want in the analysis. Following are the steps to create reporting action. Go to SQL server data tools and open the analysis services project. Navigate to actions and click on new reporting action. 2.) Specify the name of the action and choose target type as attribute members since we have to create the action on members for a attribute. 3.) Specify the Target object of your report action. Target object would be the dimension or attribute on which you want the report to appear. In our case it is product name. 4.) Next you have to define the condition on which you want the report link to appear. However, this is an optional feature. In this example we are specifying a condition, which will check if the sales amount is greater than 10,000. So, that the link appears only for those products where the defined condition is met. 5.) Next you have to specify the server name on which the report is present, report path  and the report format in which you want the report to appear. 6.) Additionally you can specify the parameters. As with conditional expression, the parameters should be a valid MDX expression. The parameter name should be same as the one defined in the report. 7.) Deploy your solution after you are done with specifying parameters and go to the cube browser. 8.) Click on the analyze in excel button, this will open your cube in excel 9.) Make an analysis which shows product names and their sales amount. 10.) Right click on a product where sales amount is greater than 10000 you will see the reporting action link. Click on that and you will be taken to your reporting services report. 11.) Clicking on the link will take you to the URL of the report. I created this report using report project wizard in SQL server data tools. So, this is how we can launch reports from a cube browser. Similarly you can open web pages, run applications and a number of  other tasks. Koenig Solutions offers SSAS training which contains all Analysis Services including Reporting in great detail. In my next blog post I will talk about drill-through actions. Author: Namita Sharma, Senior Corporate Trainer at Koenig Solutions. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL Tagged: SSAS

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  • Pass enum value to method which is called by dynamic object

    - by user329588
    hello. I'm working on program which dynamically(in runtime) loads dlls. For an example: Microsoft.AnalysisServices.dll. In this dll we have this enum: namespace Microsoft.AnalysisServices { [Flags] public enum UpdateOptions { Default = 0, ExpandFull = 1, AlterDependents = 2, } } and we also have this class Cube: namespace Microsoft.AnalysisServices { public sealed class Cube : ... { public Cube(string name); public Cube(string name, string id); .. .. .. } } I dynamically load this dll and create object Cube. Than i call a method Cube.Update(). This method deploy Cube to SQL Analysis server. But if i want to call this method with parameters Cube.Update(UpdateOptions.ExpandFull) i get error, because method doesn't get appropriate parameter. I have already tried this, but doesn't work: dynamic updateOptions = AssemblyLoader.LoadStaticAssembly("Microsoft.AnalysisServices", "Microsoft.AnalysisServices.UpdateOptions");//my class for loading assembly Array s = Enum.GetNames(updateOptions); dynamic myEnumValue = s.GetValue(1);//1 = ExpandFull dynamicCube.Update(myEnumValue);// == Cube.Update(UpdateOptions.ExpandFull) I know that error is in parameter myEnumValue but i don't know how to get dynamically enum type from assembly and pass it to the method. Does anybody know the solution? Thank you very much for answers and help!

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  • Resources to learn about engineering aspects of data analytics (OLAP, warehousing, ETL, etc.)

    - by JT
    I'm a math/stats guy, interested in learning more about the engineering aspects of "data analytics" (this may be an overly broad term, this is a case of "I don't know what I don't know", so I'm not sure how to be more specific). I'm fine with manipulating and analyzing the data once it's already stored somewhere and I can access it, and I'm fine with writing scripts and SQL queries (and have a general knowledge of things like normalization). What I don't know is the whole engineering process of capturing and storing the data. For example, terms I've heard thrown about that I only vaguely understand the meaning of include: - OLAP, OLTP - Data warehousing - ETL - ??? What's a good book (or any other resource) to learn about these kinds of things? What are things I should know about database design (normalization seems kinda "obvious" to me, something I would have done even before I knew the term -- is there anything else?)? In other words, for jobs falling under the umbrella term of "analytics engineer", what kinds of things should I know?

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  • Java Variable Initialization

    - by Samuel Brainard
    Here's a piece of code I wrote. public class cube { private int length; private int breadth; private int height; private int volume; private int density; private int weight; public cube(int l,int b,int h, int d) { length=l; breadth=b; height=h; density=d; } public void volmeShow(){ volume=length*breadth*height; System.out.println("The Volume of the cube is "+this.volume); So if I implement the above cube class like this, public class cubeApp { public static void main(String[] args){ cube mycube = new cube(5,6,9,2); mycube.volumeShow(); I get an output that tells me Volume is 270. But I get an output that says Volume is 0 if I define the volume variable like this: public class cube { private int length; private int breadth; private int height; private int volume=length*breadth*height; private int density; private int weight; public cube(int l,int b,int h, int d) { length=l; breadth=b; height=h; density=d; } public void volmeShow(){ System.out.println("The Volume of the cube is "+this.volume); Can somebody please explain why this is happening? Thanks, Samuel.

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  • Rendering skybox in first person shooter

    - by brainydexter
    I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. However, I can't wrap my head around the camera transformations that I need to apply to get it right. My render loop looks something like this: mp_Camera-ApplyTransform() :: Takes the current player transformation and inverts it and pushes that on the modelview stack. Draw GameObjects Draw Skybox DrawSkybox does the following: glEnable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_FALSE); // draw the cube here with extents glDisable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_TRUE); Do I need to translate the skybox by the translation of the camera ? (btw, that didn't help either) EDIT: I forgot to mention: It looks like a small cube with unit extents. Also, I can strafe in/out of the cube. Screenshot:

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  • Anybody makes stylish PC cases that look like the Cobalt Cube?

    - by OverTheRainbow
    Hello I'm looking for computer cases that don't look like regular PC's in case customers would like to keep it on their desktop so it has to look stylish. I liked the Cobalt Cube: http://en.wikipedia.org/wiki/Cobalt_Qube Does someone know if some company makes cases that look the same (I know about Shuttle : they're too pricey), and possibly one that has a really quiet power supply? Thank you.

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  • OpenGL - Stack overflow if I do, Stack underflow if I don't!

    - by Wayne Werner
    Hi, I'm in a multimedia class in college, and we're "learning" OpenGL as part of the class. I'm trying to figure out how the OpenGL camera vs. modelview works, and so I found this example. I'm trying to port the example to Python using the OpenGL bindings - it starts up OpenGL much faster, so for testing purposes it's a lot nicer - but I keep running into a stack overflow error with the glPushMatrix in this code: def cube(): for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); According to this reference, that happens when the matrix stack is full. So I thought, "well, if it's full, let me just pop the matrix off the top of the stack, and there will be room". I modified the code to: def cube(): glPopMatrix() for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); And now I get a buffer underflow error - which apparently happens when the stack has only one matrix. So am I just waaay off base in my understanding? Or is there some way to increase the matrix stack size? Also, if anyone has some good (online) references (examples, etc.) for understanding how the camera/model matrices work together, I would sincerely appreciate them! Thanks!

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  • Where to start openGL ES to create and rotate a cube in an iPhone?

    - by micropsari
    Hello. I've done some apps on iPhone using Objevtive-C and Cocos2d, and I'd like to start learning 3D. My first goal is to make a very simple app that: - Displays a 3D cube in the center of the screen. - And move the camera around the cube I want something very simple: no texture, no background. Where should I start to be able to do this app? I'm searching for some tutorials or exemples. Thanks!

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  • How do I resolve the error "The file exists" when restoring a cube backup?

    - by Ant
    I'm trying to restore a cube backup (a .abf file) using SQL Server Management Studio, but I'm getting the error message: The following system error occurred: The file exists. . (Microsoft SQL Server 2005 Analysis Services) (yes, there really are two dots) Does anyone know how to resolve this so I can restore the backup? Here are the steps I'm using: Open Microsoft SQL Server Management Studio Make the connection to the AS server Right-click on the Databases node on the server tree view Choose Restore... Type in a new database name in Restore database Select the backup file in From backup file Enter the correct password Optionally tick Allow database overwrite (it happens both ways) Press OK -- get the above error message

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  • Big Data – Beginning Big Data – Day 1 of 21

    - by Pinal Dave
    What is Big Data? I want to learn Big Data. I have no clue where and how to start learning about it. Does Big Data really means data is big? What are the tools and software I need to know to learn Big Data? I often receive questions which I mentioned above. They are good questions and honestly when we search online, it is hard to find authoritative and authentic answers. I have been working with Big Data and NoSQL for a while and I have decided that I will attempt to discuss this subject over here in the blog. In the next 21 days we will understand what is so big about Big Data. Big Data – Big Thing! Big Data is becoming one of the most talked about technology trends nowadays. The real challenge with the big organization is to get maximum out of the data already available and predict what kind of data to collect in the future. How to take the existing data and make it meaningful that it provides us accurate insight in the past data is one of the key discussion points in many of the executive meetings in organizations. With the explosion of the data the challenge has gone to the next level and now a Big Data is becoming the reality in many organizations. Big Data – A Rubik’s Cube I like to compare big data with the Rubik’s cube. I believe they have many similarities. Just like a Rubik’s cube it has many different solutions. Let us visualize a Rubik’s cube solving challenge where there are many experts participating. If you take five Rubik’s cube and mix up the same way and give it to five different expert to solve it. It is quite possible that all the five people will solve the Rubik’s cube in fractions of the seconds but if you pay attention to the same closely, you will notice that even though the final outcome is the same, the route taken to solve the Rubik’s cube is not the same. Every expert will start at a different place and will try to resolve it with different methods. Some will solve one color first and others will solve another color first. Even though they follow the same kind of algorithm to solve the puzzle they will start and end at a different place and their moves will be different at many occasions. It is  nearly impossible to have a exact same route taken by two experts. Big Market and Multiple Solutions Big Data is exactly like a Rubik’s cube – even though the goal of every organization and expert is same to get maximum out of the data, the route and the starting point are different for each organization and expert. As organizations are evaluating and architecting big data solutions they are also learning the ways and opportunities which are related to Big Data. There is not a single solution to big data as well there is not a single vendor which can claim to know all about Big Data. Honestly, Big Data is too big a concept and there are many players – different architectures, different vendors and different technology. What is Next? In this 31 days series we will be exploring many essential topics related to big data. I do not claim that you will be master of the subject after 31 days but I claim that I will be covering following topics in easy to understand language. Architecture of Big Data Big Data a Management and Implementation Different Technologies – Hadoop, Mapreduce Real World Conversations Best Practices Tomorrow In tomorrow’s blog post we will try to answer one of the very essential questions – What is Big Data? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Big Data, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Bullet physics debug drawing not working

    - by Krishnabhadra
    Background I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both exported from blender. When I run the app The UVSphere does circle around the cube for 3 or 4 times and jump out of the scene. What I actually expect was the sphere to fall on top of the cube. What this question about From the comment to the linked question, I got to know about bullet debug drawing, which helps in debugging by drawing outline of physics bodies which are normally invisible. I did some research on that and came up with the code given below. From whatever I have read, below code should work, but it doesn't. My Code My bullet initialization code. -(void) initializeScene { /*Setup physics world*/ _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setting up debug draw*/ MyDebugDraw *draw = new MyDebugDraw; draw->setDebugMode(draw->getDebugMode() | btIDebugDraw::DBG_DrawWireframe ); _physicsWorld._discreteDynamicsWorld->setDebugDrawer(draw); /*Setup camera and lamb*/ ………….. //This simpleCube.pod contains the cube [self addContentFromPODFile: @"simpleCube.pod"]; //This file contains sphere [self addContentFromPODFile: @"SimpleSphere.pod"]; [self createGLBuffers]; CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; // both cubeNode and sphereNode are not nil from this point float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertices; int cVertexCount = ((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++) { unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2]), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2]), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2])); offset += 18; } [self releaseRedundantData]; /*Create a triangle mesh from the vertices*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); /*Enable debug drawing*/ _physicsWorld._discreteDynamicsWorld->debugDrawWorld(); } And My btIDebugDraw implementation (MyDebugDraw.h) //MyDebugDraw.h class MyDebugDraw: public btIDebugDraw{ int m_debugMode; public: virtual void drawLine(const btVector3& from,const btVector3& to ,const btVector3& color); virtual void drawContactPoint(const btVector3& PointOnB ,const btVector3& normalOnB,btScalar distance ,int lifeTime,const btVector3& color); virtual void reportErrorWarning(const char* warningString); virtual void draw3dText(const btVector3& location ,const char* textString); virtual void setDebugMode(int debugMode); virtual int getDebugMode() const; }; void MyDebugDraw::drawLine(const btVector3& from,const btVector3& to ,const btVector3& color){ LogInfo(@"Works!!"); glPushMatrix(); glColor4f(color.getX(), color.getY(), color.getZ(), 1.0); const GLfloat line[] = { from.getX()*1, from.getY()*1, from.getZ()*1, //point A to.getX()*1, to.getY()*1,to.getZ()*1 //point B }; glVertexPointer( 3, GL_FLOAT, 0, &line ); glPointSize( 5.0f ); glDrawArrays( GL_POINTS, 0, 2 ); glDrawArrays( GL_LINES, 0, 2 ); glPopMatrix(); } void MyDebugDraw::drawContactPoint(const btVector3 &PointOnB ,const btVector3 &normalOnB, btScalar distance ,int lifeTime, const btVector3 &color){ } void MyDebugDraw::reportErrorWarning(const char *warningString){ } void MyDebugDraw::draw3dText(const btVector3 &location , const char *textString){ } void MyDebugDraw::setDebugMode(int debugMode){ } int MyDebugDraw::getDebugMode() const{ return DBG_DrawWireframe; } My Problem The drawLine method is getting called. I can see the cube and sphere in place. Sphere again does some circling around the cube before jumping off. No debug lines are getting drawn.

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  • OpenGL ES - texture map all faces of an 8 vertex cube?

    - by Feet
    Working through some OpenGL-ES tutorials, using the Android emulator. I've gotten up to texture mapping and am having some trouble mapping to a cube. Is it possible to map a texture to all faces of a cube that has 8 vertices and 12 triangles for the 6 faces as described below? // Use half as we are going for a 0,0,0 centre. width /= 2; height /= 2; depth /= 2; float vertices[] = { -width, -height, depth, // 0 width, -height, depth, // 1 width, height, depth, // 2 -width, height, depth, // 3 -width, -height, -depth, // 4 width, -height, -depth, // 5 width, height, -depth, // 6 -width, height, -depth, // 7 }; short indices[] = { // Front 0,1,2, 0,2,3, // Back 5,4,7, 5,7,6, // Left 4,0,3, 4,3,7, // Right 1,5,6, 1,6,2, // Top 3,2,6, 3,6,7, // Bottom 4,5,1, 4,1,0, }; float texCoords[] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; I have gotten the front and back faces working correctly, however, none of the other faces are showing the texture.

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  • xml to hashmap - php

    - by csU
    Hi, Given an xml structure like this <gesmes:Envelope> <gesmes:subject>Reference rates</gesmes:subject> <gesmes:Sender> <gesmes:name>European Central Bank</gesmes:name> </gesmes:Sender> <Cube> <Cube time="2010-03-26"> <Cube currency="USD" rate="1.3353"/> <Cube currency="JPY" rate="124.00"/> <Cube currency="BGN" rate="1.9558"/> <Cube currency="CZK" rate="25.418"/> ... ... </Cube> </Cube> </gesmes:Envelope> how can i go about getting the values stored in to a hashmap or similar structure in php? Have been trying to do this for the last few hours now but cant manage it :D It is homework so i guess no full solutuins please( tho the actual assignment is to use the web services, i am just stuck with parsing it :D ). Maybe someone could show me a brief example for a made up xml file that i could apply to mine? Thanks

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  • Using "Show values as" option in Excel 2007 pivot table when source is SSAS cube?

    - by Brad
    I have an Excel 2007 pivot table showing "Year" across the top and "Month" down the side. What I am trying to do is represent the values as "% Difference" from the same month of the previous year. (Ex. If Jan-07 is $100,000 and Jan-08 is $120,000, I would like Jan-08 to show '20%'). However, every time I try to do this (using the "Show values as" tab of Value Field Settings) all of my numbers go to '#N/A'. Is there a way to do this using an Analysis Services cube as the data source? When I do this exact same thing using data on a different sheet as the data source for the pivot table, it works fine. Thanks in advance for any insight into this.

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  • In MAYA 2009, is it possible to capture the cube rotate event?

    - by Rahul2047
    I need to call a function ( Maya-Python ) based on cube rotationX. For that I have to capture the event, programmatically. I tried using while loop but It stucks in the loop, Nothing can be done in that time. I tried theading (python), still same. Can it be done this or other way? If yes, How? Maya 2009 in Windows XP Some failed code references: import maya.cmds as cmds while (count < 90): lock = cmds.getAttr('pCube1.rotateX',lock=False) print lock count = count + 1 Here Python wise: #!/usr/bin/python import thread import time # Define a function for the thread def cubeRotateX( threadName, delay): count = 0 while count < 5: time.sleep(delay) count += 1 try: thread.start_new_thread( cubeRotateX, ("Thread-1", 2, ) ) except: print "Error: unable to start thread" while 1: pass

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  • Blender to Collada to Assimp - Rigid (Non-skinned) Animation

    - by gareththegeek
    I am trying to get simple animations to work, exporting from Blender and importing into my application. My first attempt was as follows: Open Blender at factory settings. Select the default cube and insert a location keyframe. Select another frame and move the cube. Insert a second location keyframe. Export to Collada. When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly. On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender. Assimp now lists one animation but both key frames have the position [0, 0, 0] Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp? My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

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  • GLM Velocity Vectors - Basic Maths to Simulate Steering

    - by Reanimation
    UPDATE - Code updated below but still need help adjusting my math. I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

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