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  • The Evolution of Television and Home Entertainment

    - by Bill Evjen
    This is a group that is focused on entertainment in the aviation industry. I am attending their conference for the first time as it relates to my job at Swank Motion Pictures and what we do for our various markets. I will post my notes here. The Evolution of Television and Home Entertainment by Patrick Cosson, Veebeam TV has been the center of living rooms for sometime. Conversations and culture evolve around the TV. The way we consume this content has dramatically been changing. After TV, we had the MTV revolution of TV. It has created shorter attention spans, it made us more materialistic, narcissistic, and not easily impressed. Then we came to the Internet. The amount of content has expanded. It contains a ton of user-generated content, provides filtering, organization, distribution. We now have a problem. We are in the age of digital excess. We can access whatever we want. In conjunction with this – we are moving. The challenge we have now is curation. The trends  we see: rapid shift from scheduled to on demand consumption. A move to Internet protocols from cable Rapid fragmentation of media a transition from the TV set to a variety of screens Social connections bring mediators and amplifiers. TiVo – the shift to on demand It is because of a time-crunch Provides personal experiences Once old consumption habits are changed, there is no way back! Experiences are that people are loading up content and then bringing it with them on planes, to hotels, etc. Rapid fragmentation of media sources Many new professional content sources and channels, the rise of digital distribution, and the rise of user-generated content contribute to the wealth of content sources and abundant choice. Netflix, BBC iPlayer, hulu, Pandora, iTunes, Amazon Video, Vudu, Voddler, Spotify (these companies didn’t exist 5 years ago). People now expect this kind of consumption. People are now thinking how to deliver all these tools. Transition from the TV set to multi-screens The TV screen has traditionally been the dominant consumption screen for TV and video. Now the PC, game consoles, and various mobile devices are rapidly becoming common video devices. Multi-screens are now the norm. Social connections becoming key mediators What increasingly funnels traffic on the web, social networking enablers, will become an integral part of the discovery, consumption and sharing model for Television. The revolution will be broadcasted on Facebook and Twitter. There is business disruption There are a lot of new entrants Rapid internationalization Increasing competition from existing media players A fragmenting audience base Web browser Freedom to access any site The fight over the walled garden Most devices are not powerful enough to support a full browser PC will always be present in the living room Wireless link between PC and TV Output 1080p, plays anything, secure Key players and their challenges Services Internet media is increasingly interconnected to social media and publicly shared UGC Content delivery moving to IPTV Rights management issues are creating silos and hindering a great user experience and growth Devices Devices are becoming people’s windows into all kinds of media from all kinds of sources There won’t be a consolidation of the device landscape, rather the opposite Finding the right niche makes the most sense. We are moving to an on demand world of streaming world. People want full access to anything.

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • I can't shut down nor reboot without console

    - by jgomo3
    After update from 11.04 to 11.10 an wired conduct appears in my machine: Shutdown GUI methods (including reboot) cause only a log off, and in the login screen, shutdown nor reboot options do anything (if you wonder, reboot appears in the shutdown dialog). The only way i can reboot or shutdown is trough console sudo shutdown -h now or sudo reboot. This is OK for me, but not for the rest of the users. How to fix this? Update The syslog output when select shutdown from my desktop is: AptDaemon: INFO: Quitting due to inactivity AptDaemon: INFO: Quitting was requested CRON[5095]: (root) CMD ( [ -x /usr/lib/php5/maxlifetime ] && [ -d /var/lib/php5 ] && find /var/lib/php5/ -depth -mindepth 1 -maxdepth 1 -type f -cmin +$(/usr/lib/php5/maxlifetime) ! -execdir fuser -s {} 2>/dev/null \; -delete) CRON[5094]: (root) MAIL (mailed 1 byte of output; but got status 0x00ff, #012) kernel: [17027.614974] psmouse.c: TouchPad at isa0060/serio4/input0 lost sync at byte 1 kernel: [17027.616510] psmouse.c: TouchPad at isa0060/serio4/input0 lost sync at byte 1 kernel: [17027.618037] psmouse.c: TouchPad at isa0060/serio4/input0 lost sync at byte 1 kernel: [17027.619557] psmouse.c: TouchPad at isa0060/serio4/input0 lost sync at byte 1 kernel: [17027.621046] psmouse.c: TouchPad at isa0060/serio4/input0 lost sync at byte 1 kernel: [17027.621051] psmouse.c: issuing reconnect request acpid: client 1032[0:0] has disconnected acpid: client connected from 1032[0:0] acpid: 1 client rule loaded gnome-session[1836]: WARNING: Unable to stop system: Authorization is required acpid: client 1032[0:0] has disconnected acpid: client connected from 6055[0:0] acpid: 1 client rule loaded rtkit-daemon[1313]: Successfully made thread 6134 of process 6134 (n/a) owned by '119' high priority at nice level -11. rtkit-daemon[1313]: Supervising 4 threads of 2 processes of 2 users. rtkit-daemon[1313]: Successfully made thread 6139 of process 6134 (n/a) owned by '119' RT at priority 5. rtkit-daemon[1313]: Supervising 5 threads of 2 processes of 2 users. rtkit-daemon[1313]: Successfully made thread 6140 of process 6134 (n/a) owned by '119' RT at priority 5. rtkit-daemon[1313]: Supervising 6 threads of 2 processes of 2 users. I suspect that the line gnome-session[1836]: WARNING: Unable to stop system: Authorization is required is related to the issue. When selecting shutdown from the login screen, the output is the same from the line pointed. This is the output: gnome-session[1836]: WARNING: Unable to stop system: Authorization is required acpid: client 1032[0:0] has disconnected acpid: client connected from 6055[0:0] acpid: 1 client rule loaded rtkit-daemon[1313]: Successfully made thread 6134 of process 6134 (n/a) owned by '119' high priority at nice level -11. rtkit-daemon[1313]: Supervising 4 threads of 2 processes of 2 users. rtkit-daemon[1313]: Successfully made thread 6139 of process 6134 (n/a) owned by '119' RT at priority 5. rtkit-daemon[1313]: Supervising 5 threads of 2 processes of 2 users. rtkit-daemon[1313]: Successfully made thread 6140 of process 6134 (n/a) owned by '119' RT at priority 5. rtkit-daemon[1313]: Supervising 6 threads of 2 processes of 2 users. acpid: client 6055[0:0] has disconnected acpid: client connected from 6055[0:0] acpid: 1 client rule loaded

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  • Impressions of my ASUS eee slate EP121 - Dual core 4GB, 64GB SSD

    - by tonyrogerson
    This thing is lovely, very nice bluetooth keyboard that has nice feedback on the keypress, there is no mouse but you can use the stylus or get yourself a bluetooth mouse, me, I've opted for a Microsoft ARC mouse which is a delight to use, the USB doors are a pain to open for the first time if like me you don't have any finger nails. It came as a suprise that the slate shows four processors, Dual Core with multi-threading, I didn't really look at the processor I was more interested in the amount of memory and the SSD; you don't get the full 4GB even with the 64 bit version of Windows 7 installed (which I immediately upgraded to Ultimate through my MSDN subscription). The box is extremely responsive - extremely, it loads Winword in literally a second. I've got office 2010 and onenote 2010 on there now; one problem is that on applying all (43) windows updates since the upgrade the machine is still sat on step 3 of 3 on the start up configuring updates screen after about an hour, you can't turn this machine off without using a paper clip to reset it and as I have just found you need a paper clip :). Installing Windows 7 SP1 was effortless. One of the first things I did on it was to reduce the size of the font, by default its set at 125%, my eye sight is ok :) so I've set that back down. Amazon Kindle for the PC works really well, plenty of text on the screen when viewed portrait, the case it comes with also allows the slate to stand up in various positions - portrait, horizontal - seems stable enough. The wireless works well, seems to have a better signal than my other two laptop machines which is good news. The gadget passed the pose test at work :). I use offline files to keep a copy of all my work stuff locally, I'm not sure what it is, well, its probably my server but whenever I try and sync it runs for a couple of minutes then fails with network name no longer contactable, funnily enough its fine from my big laptop so I can only guess this may be a driver type issue on the EP121 itself - very odd and very annoying. I do a lot of presenting and need to plug into a VGA project because most sites that's all that is offered, the EP121 has a mini-hdmi output which is great except for this scenario, hdmi is digital, vga is analogue, you will struggle to find a cost effective solution, I found HDFury and also a device HP do, however, a better solution appears to be getting a USB graphics adapter for instance the one I've ordered is the ClimaxDigital USB 2.0 to DVI,VGA or HDMI Adaptor which gives everything I need - VGA and DVI output and great resolution as well - ok, so fingers crossed because I'm presenting next Wednesday in Edinburgh and not taking my 300kg lenovo w700 (I'm sure my back just sighed in relief) - it certainly works really well on my LED TV, the install was simple - it just works! One of the several reasons for buying this piece of kit was to use it on my LED TV to remote into my main machine to check stuff whilst sat in my living room, also to watch webcasts and lecture videos in comfort away from my office, because of the wireless speed and limitation I'm opting for a USB network adapter from Belkin - that will also allow me to take advantage of my home gigabit network, there are only 2 usb ports on the slate so I'm going to knock up a hub so connecting it in is straight forward and simple, I'm also going to purchase a second power supply so I don't have to faff about with that either.I now have the developer x64 edition of SQL Server 2008 R2, yes everything :) - about 16GB left to play with on the machine now but that will be fine, I'll put AdventureWorks on there so I can play and demo stuff which is all I'm after from this, my development machine is significantly more powerful and meets my storage needs too.Travel test this weekend and next week, I'm in Dundee for my final exam for the masters degree.

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  • OTN ArchBeat Top 10 for September 2012

    - by Bob Rhubart
    The results are in... Listed below are the Top 10 most popular items shared via the OTN ArchBeat Facebook Page for the month of September 2012. The Real Architects of Los Angeles - OTN Architect Day - Oct 25 No gossip. No drama. No hair pulling. Just a full day of technical sessions and peer interaction focused on using Oracle technologies in today's cloud and SOA architectures. The event is free, but seating is limited, so register now. Thursday October 25, 2012. 8:00 a.m. – 5:00 p.m. Sofitel Los Angeles, 8555 Beverly Boulevard, Los Angeles, CA 90048. Oracle Fusion Middleware Security: Attaching OWSM policies to JRF-based web services clients "OWSM (Oracle Web Services Manager) is Oracle's recommended method for securing SOAP web services," says Oracle Fusion Middleware A-Team member Andre Correa. "It provides agents that encapsulate the necessary logic to interact with the underlying software stack on both service and client sides. Such agents have their behavior driven by policies. OWSM ships with a bunch of policies that are adequate to most common real world scenarios." His detailed post shows how to make it happen. Oracle 11gR2 RAC on Software Defined Network (SDN) (OpenvSwitch, Floodlight, Beacon) | Gilbert Stan "The SDN [software defined network] idea is to separate the control plane and the data plane in networking and to virtualize networking the same way we have virtualized servers," explains Gil Standen. "This is an idea whose time has come because VMs and vmotion have created all kinds of problems with how to tell networking equipment that a VM has moved and to preserve connectivity to VPN end points, preserve IP, etc." H/T to Oracle ACE Director Tim Hall for the recommendation. Process Oracle OER Events using a simple Web Service | Bob Webster Bob Webster's post "provides an example of a simple web service that processes Oracle Enterprise Repository (OER) Events. The service receives events from OER and utilizes the OER REX API to implement simple OER automations for selected event types." Understanding Oracle BI 11g Security vs Legacy Oracle BI 10g | Christian Screen "After conducting a large amount of Oracle BI 10g to Oracle BI 11g upgrades and after writing the Oracle BI 11g book,"says Oracle ACE Christian Screen, "I still continually get asked one of the most basic questions regarding security in Oracle BI 11g; How does it compare to Oracle BI 10g? The trail of questions typically goes on to what are the differences? And, how do we leverage our current Oracle BI 10g security table schema in Oracle BI 11g?" OIM-OAM-OAAM integration using TAP – Request Flow you must understand!! | Atul Kumar Atul Kumar's post addresses "key points and request flow that you must understand" when integrating three Oracle Identity Management product Oracle Identity Management, Oracle Access Management, and Oracle Adaptive Access Manager. Adding a runtime LOV for a taskflow parameter in WebCenter | Yannick Ongena Oracle ACE Yannick Ongena illustrates how to customize the parameters tab for a taskflow in WebCenter. Tips on Migrating from AquaLogic .NET Accelerator to WebCenter WSRP Producer for .NET | Scott Nelson "It has been a very winding path and this blog entry is intended to share both the lessons learned and relevant approaches that led to those learnings," says Scott Nelson. "Like most journeys of discovery, it was not a direct path, and there are notes to let you know when it is practical to skip a section if you are in a hurry to get from here to there." 15 Lessons from 15 Years as a Software Architect | Ingo Rammer In this presentation from the GOTO Conference in Copenhagen, Ingo Rammer shares 15 tips regarding people, complexity and technology that he learned doing software architecture for 15 years. WebCenter Content (WCC) Trace Sections | ECM Architect ECM Architect Kevin Smith shares a detailed technical post covering WebCenter Content (WCC) Trace Sections. Thought for the Day "Eventually everything connects - people, ideas, objects. The quality of the connections is the key to quality per se." — Charles Eames (June 17, 1907 – August 21, 1978) Source: SoftwareQuotes.com

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  • problem with frustum AABB culling in DirectX

    - by Matthew Poole
    Hi, I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be working. I thought maybe posting here, somebody would catch something I could not. Thank you. Here are the important code snippets /create the projection matrix void CD3DCamera::SetLens(float fov, float aspect, float nearZ, float farZ) { D3DXMatrixPerspectiveFovLH(&projMat, D3DXToRadian(fov), aspect, nearZ, farZ); } //build the view matrix after changes have been made to camera void CD3DCamera::BuildView() { //keep axes orthoganal D3DXVec3Normalize(&look, &look); //up D3DXVec3Cross(&up, &look, &right); D3DXVec3Normalize(&up, &up); //right D3DXVec3Cross(&right, &up, &look); D3DXVec3Normalize(&right, &right); //fill view matrix float x = -D3DXVec3Dot(&position, &right); float y = -D3DXVec3Dot(&position, &up); float z = -D3DXVec3Dot(&position, &look); viewMat(0,0) = right.x; viewMat(1,0) = right.y; viewMat(2,0) = right.z; viewMat(3,0) = x; viewMat(0,1) = up.x; viewMat(1,1) = up.y; viewMat(2,1) = up.z; viewMat(3,1) = y; viewMat(0,2) = look.x; viewMat(1,2) = look.y; viewMat(2,2) = look.z; viewMat(3,2) = z; viewMat(0,3) = 0.0f; viewMat(1,3) = 0.0f; viewMat(2,3) = 0.0f; viewMat(3,3) = 1.0f; } void CD3DCamera::BuildFrustum() { D3DXMATRIX VP; D3DXMatrixMultiply(&VP, &viewMat, &projMat); D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0)); D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1)); D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2)); D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3)); // Planes face inward frustum[0] = (D3DXPLANE)(col2); // near frustum[1] = (D3DXPLANE)(col3 - col2); // far frustum[2] = (D3DXPLANE)(col3 + col0); // left frustum[3] = (D3DXPLANE)(col3 - col0); // right frustum[4] = (D3DXPLANE)(col3 - col1); // top frustum[5] = (D3DXPLANE)(col3 + col1); // bottom // Normalize the frustum for( int i = 0; i < 6; ++i ) D3DXPlaneNormalize( &frustum[i], &frustum[i] ); } bool FrustumCheck(D3DXVECTOR3 max, D3DXVECTOR3 min, const D3DXPLANE* frustum) { // Test assumes frustum planes face inward. D3DXVECTOR3 P; D3DXVECTOR3 Q; bool ret = false; for(int i = 0; i < 6; ++i) { // For each coordinate axis x, y, z... for(int j = 0; j < 3; ++j) { // Make PQ point in the same direction as the plane normal on this axis. if( frustum[i][j] > 0.0f ) { P[j] = min[j]; Q[j] = max[j]; } else { P[j] = max[j]; Q[j] = min[j]; } } if(D3DXPlaneDotCoord(&frustum[i], &Q) < 0.0f ) ret = false; } return true; }

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  • How to get bearable 2D and 3D performance on AMD Radeon HD 6950?

    - by l0b0
    I have had an AMD Radeon HD 6950 (i.e., Cayman series) for a couple years now, and I have tried a lot of combinations of drivers and settings with terrible results. I'm completely at a loss as to how to proceed. The open source driver has much better 2D performance, but it offloads all OpenGL rendering to the CPU. What I've tried so far: All the latest stable Ubuntu releases in the period, plus one Linux Mint release. All the latest stable AMD Catalyst Proprietary Display Drivers, and currently 13.1. The unofficial wiki installation instructions for every Ubuntu version and the semi-official Ubuntu instructions. All the tips and tweaks I could find for Minecraft (Optifine, reducing settings to minimum), VLC (postprocessing at minimum, rendering at native video size), Catalyst Control Center (flipped every lever in there) and X11 (some binary toggles I can no longer remember). Results: Typically 13-15 FPS in Minecraft, 30 max (100+ in Windows with the same driver version). Around 10 FPS in Team Fortress 2 using the official Steam client. Choppy video playback, in Flash and with VLC. CPU use goes through the roof when rendering video (150% for 1080p on YouTube in Chromium, 100% for 1080p H264 in VLC). glxgears shows 12.5 FPS when maximized. fgl_glxgears shows 10 FPS when maximized. Hardware details from lshw: Motherboard ASUS P6X58D-E CPU Intel Core i7 CPU 950 @ 3.07GHz (never overclocked; 64 bit) 6 GB RAM Video card product "Cayman PRO [Radeon HD 6950]", vendor "Hynix Semiconductor (Hyundai Electronics)" 2 x 1920x1200 monitors, both connected with HDMI. I feel I must be missing something absolutely fundamental here. Is there no accelerated support for anything on 64-bit architectures? Does a dual monitor completely mess up the driver? $ fglrxinfo display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: AMD Radeon HD 6900 Series OpenGL version string: 4.2.11995 Compatibility Profile Context $ glxinfo | grep 'direct rendering' direct rendering: Yes I am currently using the open source driver, with the following results: Full frame rate and low CPU load when playing 1080p video. Black screen (but music in the background) in Team Fortress 2. Similar performance in Minecraft as the Catalyst driver. In hindsight obvious, since both end up offloading the rendering to the CPU. My /var/log/Xorg.0.log after upgrading to AMD Catalyst 13.1. Some possibly important lines: (WW) Falling back to old probe method for fglrx (WW) fglrx: No matching Device section for instance (BusID PCI:0@3:0:1) found The generated xorg.conf. The disabled "monitor" 0-DFP9 is actually an A/V receiver, which sometimes confuses the monitor drivers when turned on/off (but not in Windows). All three "monitor" devices are connected with HDMI. Edit: Chris Carter's suggestion to use the xorg-edgers PPA (Catalyst 13.1) resulted in some improvement, but still pretty bad performance overall: Minecraft stabilizes at 13-17 FPS, but at least the CPU load is "only" at 45-60%. Still 150% CPU use for 1080p video rendering on YouTube in Chromium. Massive improvement for 1080p H264 in VLC: 40-50% CPU use and no visible jitter glxgears performance about doubled to 25-30 FPS when maximized. fgl_glxgears still at ~10 FPS when maximized.

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  • Shadows shimmer when camera moves

    - by Chad Layton
    I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the shadows shimmering when the camera moves and I'd like to know if it's an issue with my implementation or just an issue with basic/naive shadow mapping itself. Here's a video: http://www.youtube.com/watch?v=vyprATt5BBg&feature=youtu.be Here's the code I use to create the shadow matrices. The commented out code is my original attempt to perfectly fit the view frustum. You can also see my attempt to try clamping movement to texels in the shadow map which didn't seem to make any difference. Then I tried using a bounding sphere instead, also to no apparent effect. public void CreateViewProjectionTransformsToFit(Camera camera, out Matrix viewTransform, out Matrix projectionTransform, out Vector3 position) { BoundingSphere cameraViewFrustumBoundingSphere = BoundingSphere.CreateFromFrustum(camera.ViewFrustum); float lightNearPlaneDistance = 1.0f; Vector3 lookAt = cameraViewFrustumBoundingSphere.Center; float distanceFromLookAt = cameraViewFrustumBoundingSphere.Radius + lightNearPlaneDistance; Vector3 directionFromLookAt = -Direction * distanceFromLookAt; position = lookAt + directionFromLookAt; viewTransform = Matrix.CreateLookAt(position, lookAt, Vector3.Up); float lightFarPlaneDistance = distanceFromLookAt + cameraViewFrustumBoundingSphere.Radius; float diameter = cameraViewFrustumBoundingSphere.Radius * 2.0f; Matrix.CreateOrthographic(diameter, diameter, lightNearPlaneDistance, lightFarPlaneDistance, out projectionTransform); //Vector3 cameraViewFrustumCentroid = camera.ViewFrustum.GetCentroid(); //position = cameraViewFrustumCentroid - (Direction * (camera.FarPlaneDistance - camera.NearPlaneDistance)); //viewTransform = Matrix.CreateLookAt(position, cameraViewFrustumCentroid, Up); //Vector3[] cameraViewFrustumCornersWS = camera.ViewFrustum.GetCorners(); //Vector3[] cameraViewFrustumCornersLS = new Vector3[8]; //Vector3.Transform(cameraViewFrustumCornersWS, ref viewTransform, cameraViewFrustumCornersLS); //Vector3 min = cameraViewFrustumCornersLS[0]; //Vector3 max = cameraViewFrustumCornersLS[0]; //for (int i = 1; i < 8; i++) //{ // min = Vector3.Min(min, cameraViewFrustumCornersLS[i]); // max = Vector3.Max(max, cameraViewFrustumCornersLS[i]); //} //// Clamp to nearest texel //float texelSize = 1.0f / Renderer.ShadowMapSize; //min.X -= min.X % texelSize; //min.Y -= min.Y % texelSize; //min.Z -= min.Z % texelSize; //max.X -= max.X % texelSize; //max.Y -= max.Y % texelSize; //max.Z -= max.Z % texelSize; //// We just use an orthographic projection matrix. The sun is so far away that it's rays are essentially parallel. //Matrix.CreateOrthographicOffCenter(min.X, max.X, min.Y, max.Y, -max.Z, -min.Z, out projectionTransform); } And here's the relevant part of the shader: if (CastShadows) { float4 positionLightCS = mul(float4(position, 1.0f), LightViewProj); float2 texCoord = clipSpaceToScreen(positionLightCS) + 0.5f / ShadowMapSize; float shadowMapDepth = tex2D(ShadowMapSampler, texCoord).r; float distanceToLight = length(LightPosition - position); float bias = 0.2f; if (shadowMapDepth < (distanceToLight - bias)) { return float4(0.0f, 0.0f, 0.0f, 0.0f); } } The shimmer is slightly better if I drastically reduce the view volume but I think that's mostly just because the texels become smaller and it's harder to notice them flickering back and forth. I'd appreciate any insight, I'd very much like to understand what's going on before I try other techniques.

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  • ArchBeat Link-o-Rama Top 10 for September 9-15, 2012

    - by Bob Rhubart
    The Top 10 most-viewed items shared on the OTN ArchBeat Facebook page for the week of September 9-15, 2017. 15 Lessons from 15 Years as a Software Architect | Ingo Rammer In this presentation from the GOTO Conference in Copenhagen, Ingo Rammer shares 15 tips regarding people, complexity and technology that he learned doing software architecture for 15 years. Attend OTN Architect Day – by Architects, for Architects – October 25 You won't need 3D glasses to take in these live presentations (8 sessions, two tracks) on Cloud computing, SOA, and engineered systems. And the ticket price is: Zero. Nothing. Absolutely free. Register now for Oracle Technology Network Architect Day in Los Angeles. Thursday October 25, 2012, 8:00 a.m. – 5:00 p.m. Sofitel Los Angeles , 8555 Beverly Boulevard , Los Angeles, CA 90048. Cloud API and service designers, stop thinking small | Cloud Computing - InfoWorld "The focus must shift away from fine-grained APIs that provide some type of primitive service, such as pushing data to a block of storage or perhaps making a request to a cloud-rooted database," says InfoWorld's David Linthicum. "To go beyond primitives, you must understand how these services should be used in a much larger architectural context. In other words, you need to understand how businesses will employ these services to form real workplace solutions—inside and outside the enterprise." Adding a runtime picker to a taskflow parameter in WebCenter | Yannick Ongena Oracle ACE Yannick Ongena shows how to create an Oracle WebCenter popup to allow users to "select items or do more complex things." Oracle IAM 11g R2 docs are now available "One of the great things about the new doc set is the inclusion of ePub files," says Fusion Middleware A-Team blogger Chris Johnson. "This means that if you have an iPad you can load up the doc library onto that and read the docs on the couch." Setting up a local Yum Server using the Exalogic ZFS Storage Appliance | Donald A concise technical post from the man named Donald. What's New in Oracle VM VirtualBox 4.2? | The Fat Bloke Sings "One of the trends we've seen is that as the average host platform becomes more powerful, our users are consistently running more and more vm's," says The Fat Bloke. "Some of our users have large libraries of vm's of various vintages, whilst others have groups of vm's that are run together as an assembly of the various tiers in a multi-tiered software solution, for example, a database tier, middleware tier, and front-ends." The new VirtualBox release, a year in the making, addresses the needs of these users, he explains. Configuring Oracle Business Intelligence 11g MDS XML Source Control Management with Git Version Control | Christian Screen Oracle ACE Christian Screen developed this tutorial for those interested in learning how to configure the Oracle Business Intelligence 11g (11.1.1.6) metadata repository for development using the new MDS XML source control management functionality. Identity and Access Management at Oracle Open World 2012 | Brian Eidelman Fusion Middleware A-Team blogger Brian Eideleman highlights three Oracle Openworld sessions that will put Identity and Access Management in the spotlight, and shares a link to the "Focus On: Identity Management" document, a comprehensive listing of Openworld activities also dealing with IM. Starting and stopping WebLogic automatically using Upstart | Chris Johnson "In Ubuntu, RedHat and Oracle Linux there's a new flavor of init called Upstart that all the kids are using," says Oracle Fusion Middleware A-Team member Chris Johnson. "It's the new hotness when it comes to making programs into daemons and wiring them to start and stop at appropriate times." Thought for the Day "The purpose of software engineering is to control complexity, not to create it." — Pamela Zave Source: SoftwareQuotes.com

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  • Launch 7:Windows Phone 7 Style Live Tiles On Android Mobiles

    - by Gopinath
    Android is a great mobile OS but one thought that lingers in the mind of few Android owners is: Am I using a cheap iPhone? This is valid thought for many low end Android users as their phones runs sluggish and the user interface of Android looks like an imitation of iOS. When it comes to Windows Phone 7 users, even though their operating system features are not as great as iPhone/Android but it has its unique user interface; Windows Phone 7 user interface is a very intuitive and fresh, it’s constantly updating Live Tiles show all the required information on the home screen. Android has best mobile operating system features except UI and Windows Phone 7 has excellent user interface. How about porting Windows Phone 7 Tiles interface on an Android? That should be great. Launch 7 app brings the best of Windows Phone 7 look and feel to Android OS. Once the Launcher 7 app is installed and activated, it brings Live Tiles or constantly updating controls that show information on Android home screen. Apart from simple and smooth tiles, there are handful of customization options provided. Users can change colour of the tiles, add new tiles, enable/disable transitions. The reviews on Android Market are on the positive side with 4.4 stars by 10,000 + reviewers. Here are few user reviews 1. Does what it says. only issue for me is that the app drawer doesn’t rotate. And I would like the UI to rotate when my KB is opened. HTC desire z – Jonathan 2. Works great on atrix.Kudos to developers. Awesome. Though needs: Better notification bar More stock images of tiles Better fitting of widgets on tiles – Manny 3. Looks really good like it much more than I thought I would runs real smooth running royal ginger 2.1 – Jay 4. Omg amazing i am definetly keeping it as my default best of android and windows – Devon 5. Man! An update every week! Very very responsive developer! – Andrew You can read more reviews on Android Market here.  There is no doubt that this application is receiving rave reviews. After scanning a while through the reviews, few complaints throw light on the negative side: Battery drains a bit faster & Low end mobile run a bit sluggish. The application is available in two versions – an ad supported free version and $1.41 ad free version. Download Launcher 7 from Android Market This article titled,Launch 7:Windows Phone 7 Style Live Tiles On Android Mobiles, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • New features in TFS Demo Setup 1.0.0.2

    - by Tarun Arora
    Release Notes – http://tfsdemosetup.codeplex.com/ | Download | Source Code | Report a Bug | Ideas Just pushed out the 2nd release of the TFS Demo setup on CodePlex, below a quick look at some of the new features/improvements in the tool… Details of the existing features can be found here. Feature 1 – Set up Work Items Queries as Team Favorites The task board looks cooler when the team favourite work item queries show up on the task board. The demo setup console application now has the ability to set up the work item queries as team favorites for you. If you want to see how you can add Team Favorites programmatically, refer to this blogpost here. Image 1 – Task board without Team Favorites Let’s see how the TFS Demo Setup application sets-up team favorites as part of the run… Open up the DemoDictionary.xml and you should be able to see the new node <TeamFavorites> this accepts multiple <TeamFavorite>. You simply need to specify the <Type> as Query and in the <Name> specify the name of the work item query that you would like added as a favorite. Image 2 – Highlighting the TeamFavorites block in DemoDictionary.xml So, when the demo set up application is run with the above config, work item queries “Blocked Tasks” and “Open Impediments” are added as team favorites. They then show up on the task board, as highlighted in the screen shot below. Image 3 – Team Favorites setup during the TFS demo setup app execution Feature 2 – Choose what you want to setup and exclude the rest I had a great feature request come in requesting the ability to exclude parts of the setup at the sole discretion of the executioner. To accommodate this, I have added an attribute with each block, the attribute “Run” accepts “true” or “false”. If you set the flag to true then at the time of execution that block would be considered for setup and if you set the flag to false, the block will be ignored during the setup. So, lets look at an example below… The attribute "Run” is set to true for TeamSettings, Team Favorites, TeamMembers and WorkItems. So, all of these would be setup as part of the demo setup application execution. Image 4 – New Attribute Run added to all blocks in DemoDictionary.xml If I did not want to recreate the team and did not want to add new work items but only wanted to add favorites and team members to the existing team “AgileChamps1” then I could simple run the application with below DemoDictionary.xml. Note – TeamSettings Run=”false” and WorkItems Run=”false”. Image 5 – TeamFavorites and TeamMembers set as true and others set to false Feature 3 – Usability Improvement If you try and assign a work item to a team member that does not exist then the application throws a nasty exception. This behaviour has now been changed, upon adding such a work item, the work items will be created and not assigned to any user. The work item id will be printed to the console making it simple for you to assign the work item manually. As you can see in the screen shot below, I am trying to assign the work item to a user “Tarun” and a user “v2” both are *not valid users in my team project collection* so the tool creates the work items and provides me the work item id and lets me know that since the user is invalid the work item could not be assigned to the user. Better user experience ae Image 6 – Behaviour if work item assigned to users are in valid users in team project That’s about it for the current release. I have some new features planned for the next release. Mean while if you have any ideas/comments please feel free to leave a comment. Stay tuned for more… Enjoy! Other posts on TFS Demo Setup can be found here.

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  • LibGdx drawing weird behaviour

    - by Ryckes
    I am finding strange behaviour while rendering TextureRegions in my game, only when pausing it. I am making a game for Android, in Java with LibGdx. When I comment out the line "drawLevelPaused()" everything seems to work fine, both running and paused. When it's not commented, everything works fine until I pause the screen, then it draws those two rectangles, but maybe ships are not shown, and if I comment out drawShips() and drawTarget() (just trying) maybe one of the planets disappears, or if I change the order, other things disappear and those that disappeared before now are rendered again. I can't find the way to fix this behaviour I beg your help, and I hope it's my mistake and not a LibGdx issue. I use OpenGL ES 2.0, stated in AndroidManifest.xml, if it is of any help. Thank you in advance. My Screen render method(game loop) is as follows: @Override public void render(float delta) { Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); controller.update(delta); renderer.render(); } When world state is PAUSED controller.update does nothing at all, there is a switch in it. And renderer.render() is as follows: public void render() { int worldState=this.world.getWorldState(); updateCamera(); spriteBatch.begin(); drawPlanets(); drawTarget(); drawShips(); if(worldState==World.PAUSED) { drawLevelPaused(); } else if(worldState==World.LEVEL_WON) { drawLevelWin(); } spriteBatch.end(); } And those methods are: private void updateCamera() { this.offset=world.getCameraOffset(); } private void drawPlanets() { for(Planet planet : this.world.getPlanets()) { this.spriteBatch.draw(this.textures.getTexture(planet.getTexture()), (planet.getPosition().x - this.offset[0]) * ppuX, (planet.getPosition().y - this.offset[1]) * ppuY); } } private void drawTarget() { Target target=this.world.getTarget(); this.spriteBatch.draw(this.textures.getTexture(target.getTexture()), (target.getPosition().x - this.offset[0]) * ppuX, (target.getPosition().y - this.offset[1]) * ppuY); } private void drawShips() { for(Ship ship : this.world.getShips()) { this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1.0f, 1.0f, ship.getAngle()-90.0f); } if(this.world.getStillShipVisibility()) { Ship ship=this.world.getStillShip(); Arrow arrow=this.world.getArrow(); this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1f, 1f, ship.getAngle() - 90f); this.spriteBatch.draw(this.textures.getTexture(arrow.getTexture()), (ship.getCenter().x - this.offset[0] - arrow.getBounds().width/2) * ppuX, (ship.getCenter().y - this.offset[1]) * ppuY, arrow.getBounds().width*ppuX/2, 0, arrow.getBounds().width*ppuX, arrow.getBounds().height*ppuY, 1f, arrow.getRate(), ship.getAngle() - 90f); } } private void drawLevelPaused() { this.shapeRenderer.begin(ShapeType.FilledRectangle); this.shapeRenderer.setColor(0f, 0f, 0f, 0.8f); this.shapeRenderer.filledRect(0, 0, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.filledRect(0, (this.height-PAUSE_MARGIN_HEIGHT)/this.ppuY, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.end(); for(Button button : this.world.getPauseButtons()) { this.spriteBatch.draw(this.textures.getTexture(button.getTexture()), (button.getPosition().x - this.offset[0]) * this.ppuX, (button.getPosition().y - this.offset[1]) * this.ppuY); } }

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • #iPad at One Week: A Great Device Made with a Heavy Hand

    - by andrewbrust
    I have now had my iPad for a little over a week. In that time, Apple introduced the world to its iPhone OS 4 (and the SDK agreement’s draconian new section 3.3.1), HP introduced is Slate, and Microsoft got ready to launch Visual Studio 2010 and .NET 4.0. And through it all I have used my iPad. I've used it for email, calendar, controlling my Sonos, and writing an essay. I've used it for getting on TripIt and Twitter, and surfing the Web. I've used it for online banking, and online ordering and delivery of food. And the verdict? Honestly? I think it's a great device and I thoroughly enjoy using it. The screen is bright and vibrant. I am surprisingly fast and accurate when I type on it. The touch screen's responsiveness is nearly flawless. The software, including a number of third party applications, include pleasing animations and use of color that make it fun to get work done. And speaking of work, the Exchange integration is, dare I say it, robust. Not as full-featured as on a PC or Windows Mobile device, but still offering core functionality and, so far at least, without bugs. The UI is intuitive, not just to me, but also to my 5 1/2 year old, and also to my nearly-3-year-old son. They picked it up and, with just just a few pointers from me, they almost immediately knew what to do, whether they were looking at photos (and swiping/flicking along as they did so), using a drawing program, playing a game, or watching YouTube videos. The younger of the two of them even tried to get up on a chair and grab the thing today. He dropped it, from about 4 feet off the ground. And it's still fine. (Meanwhile, I'll be keeping it on a higher shelf.) I cannot fully describe yet what makes this form factor and this product so appealing. Maybe it's that it's an always-on device. Maybe it's just being able to hold such a nice, relatively large display so close. Maybe it's the design sensibility, that seems to pervade throughout the app ecosystem. Or maybe it's that one's fingers, and not pens or mice, are the software's preferred input device. Whatever the attraction, it's strong. And no matter how much I tend to root for Microsoft and against Apple, Cupertino has, in my mind, scored big, Can Microsoft compete? Yes, but not with the Windows 7 standard UI (nor with individual OEMs’ own UIs on top). I hope Microsoft builds a variant of the Windows Phone 7 specifically for tablet devices. And I hope they make it clear that all developers, and programming languages, are welcome to the platform. Once that’s established, the OEMs have to build great hardware with fast, responsive touch screens, under Microsoft's watchful eye. That may be the hardest part of getting this right. No matter what, Microsoft's got a fight on its hands. I don't know if it can count on winning that fight, either. But Silverlight and Live Tiles could certainly help. And so can treating developers like adults.  Apple seems intent on treating their devs like kids, and then giving the kids a curfew.  For that, dev-friendly Microsoft may one day give thanks.

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  • Item cannot be installed or removed until the package catalogue is repaired

    - by Alex Thorne
    After installing Microsoft Windows Compatibility Layer (meta-package) i receive an error Item cannot be installed or removed until the package catalogue is repaired. Do you want to repair it Ok, I thought... I'll just click repair and be done with it. After doing so I receive another error. The full text reads: installArchives() failed: (Reading database ... (Reading database ... 5% (Reading database ... 10% (Reading database ... 15% (Reading database ... 20% (Reading database ... 25% (Reading database ... 30% (Reading database ... 35% (Reading database ... 40% (Reading database ... 45% (Reading database ... 50% (Reading database ... 55% (Reading database ... 60% (Reading database ... 65% (Reading database ... 70% (Reading database ... 75% (Reading database ... 80% (Reading database ... 85% (Reading database ... 90% (Reading database ... 95% (Reading database ... 100% (Reading database ... 212945 files and directories currently installed.) Unpacking libasound2:i386 (from .../libasound2_1.0.25-1ubuntu10_i386.deb) ... dpkg: error processing /var/cache/apt/archives/libasound2_1.0.25-1ubuntu10_i386.deb (--unpack): './usr/share/alsa/cards/ICE1712.conf' is different from the same file on the system dpkg-deb: error: subprocess paste was killed by signal (Broken pipe) Errors were encountered while processing: /var/cache/apt/archives/libasound2_1.0.25-1ubuntu10_i386.deb Error in function: SystemError: E:Sub-process /usr/bin/dpkg returned an error code (1) dpkg: dependency problems prevent configuration of wine1.4-i386:i386: wine1.4-i386:i386 depends on libasound2 (>= 1.0.23); however: Package libasound2:i386 is not installed. dpkg: error processing wine1.4-i386:i386 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of wine1.4: wine1.4 depends on wine1.4-i386 (= 1.4-0ubuntu4); however: Package wine1.4-i386 is not installed. Package wine1.4-i386:i386 is not configured yet. dpkg: error processing wine1.4 (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of wine: wine depends on wine1.4; however: Package wine1.4 is not configured yet. dpkg: error processing wine (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of wine1.4-common: wine1.4-common depends on wine1.4 (= 1.4-0ubuntu4); however: Package wine1.4 is not configured yet. dpkg: error processing wine1.4-common (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of wine1.4-amd64: wine1.4-amd64 depends on wine1.4-common (= 1.4-0ubuntu4); however: Package wine1.4-common is not configured yet. dpkg: error processing wine1.4-amd64 (--configure): dependency problems - leaving unconfigured So I click OK and now I'm back to previous screen ("Item cannot be installed ...") I click on cancel and go to the red circle on the top right on my screen and try to update from there and receive this error After that I just get thrown these errors So now I can't add or remove any programs on my system. Does anyone have any idea how to fix this?

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  • How do I revert updates/tweaks to get to a usable GUI?

    - by Frankenmartin
    I just installed 12.04 the other day and then ran into trouble upon restarting after installing updates. What I did before the problem occurred: I did not make many changes before this problem occurred. Changes I did make included: Downloading and installing Adobe Flash Player (off topic but: I am under the impression that Java, "C&C" and Shockwave can not be run in Ubuntu. Could anybody verify this?) I also installed gnome-tweak-tool and used it to install several themes. These themes worked well until restarting after the update. Is it possible that one of these themes caused the problem (in combination with the update or because of the restart)? Installed 215 updates from update manager and restarted my system. Current Situation: Unity 3D is unusable since restarting after running updates. When I log in after entering my password the following things happen: the overhead panel disappears and the screen goes black for a minute my wallpaper flashes for a couple seconds but then the screen goes black again after another minute the wallpaper reappears but nothing else does and I am not able to open anything or even right click. after 5 minutes I can finally get a right click menu eventually a box comes up warning about a Compiz failure and asking to let it quit--which I did. Using the right click functionality I was able to create a new folder on the desktop and use this to open a file browser. In doing so I noticed that the downloads I had made were missing (music, image files, etc., even after unpacking several .zip and .rar files) even though I believe that everything should still be there. Any new windows that I create are un-closable/minimizable/movable/etc, because the window bars are missing. I have tried rebooting several times but the results are the same. I was able to browse some off the System Settings windows by clicking on the wallpaper link in the right click menu. In doing so I navigated into the update manager and noticed that updates were selected to be accepted from some "unsupported sources". I do not recall setting these options myself and wonder why these--potentially dangerous--options would be selected by default. Unity 2D is usable but not free of bugs--I stumbled across the ability to log into a Unity 2D session while trying to log into Unity 3D. So far I have only noticed one bug in Unity 2D: the close, minimize and maximize buttons are invisible--however they are still usable despite being invisible. What I need: I'm very new to Linux and Ubuntu and still am in the feeling out stages. As such I will have some trouble answering clarifying questions. I haven't used the terminal yet and would probably not be comfortable using it without very clear instructions. What I do need is to know how I can roll back/remove all those updates so I can use my computer regularly again. I do believe that I could follow step-by-step instructions as long as they are clear and concise if someone knows what my problem is.

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  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

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  • A story of Murphy&ndash;my technical issues at TechDays Switzerland #chtd

    - by Laurent Bugnion
    I had two sessions at the recent Swiss TechDays. While the first one (Advanced Development for Windows Phone 8) went extremely well (I think), I had a very annoying technical issue in the beginning of my second session. First let me add that I talked to Microsoft about that and I hope they will change a few things in the room assignment for next year. My two sessions were one right after the other, with only 15 minutes break to change room. I don’t mind having two sessions so close from each other, but I would really like them to be in the same room in order to avoid having to move my laptops (plural, that will become important later) and redoing the tech check. That being said, I am guilty of not checking where my talks would be before the day before the conference, and when I did notice, it was too late to change it. After my first session, I quickly moved to the other room and setup my main laptop, a Dell Precision. We tested the video output (VGA) and didn’t notice anything special. The projectors are using a fairly high resolution (kudos to the Basel conference center for not having old school 1024x768 projectors anymore, that makes Blend really hard to demo ;) but since everything went great during the first talk, I was not worried. In fact I even had some time to chat with some early attendees about my Microsoft Surface and the Samsung Slate 7, which I had carried with me in addition to the Precision. I just thought it would be nice to show the hardware that Windows 8 can run on, without thinking any further. When the session started, I immediately noticed that the main screen was not showing anything. I thought I had just forgotten to switch to “duplicate” for the video output, and did that with a quick Win-P. However it didn’t “hold”. After 2 seconds, it reverted back to a black display for my attendees. Then I started to really worry. We tried everything, switching from VGA to HDMI, changing the resolution, setting the projector as primary display, but nothing did the trick. The projector was just refusing to show my screen. Now, to show you how despaired I started to be, I even considered using the “extend” setting (which worked just fine), and to use one of the feedback monitors on the floor but really it was super cumbersome. Eventually, my last resort arrived: I started my Samsung Slate 7, which by chance has Visual Studio 12 and Blend 5 installed, plugged the HDMI projector in the dock (yes, I had the dock with me, which I usually don’t!), connected it to internet (had to enter a long password for that), loaded the source code from my main machine using a USB stick and…. finally started to give my presentation. All in all I think we lost about 10 minutes. Amongst the most horrible minutes of my whole life, truly (yes I am blessed, I didn’t have that many horrible minutes in my life ;) I really want to apologize to my attendees. We joked a bit during the attempts to resolve the issue, the reactions I had after the session were all very nice and sympathetic. Only a handful of people left my session while I was having the issues, and I really don’t blame them (who knew how long the problem would last!!). But still, I probably talked at more than 60 sessions over the years, and this was by far my most painful moment. What did I learn? So what did I learn from this? Well from now on I will always have my slate ready with the latest source code, internet connection and every tool I might need during the presentation. This way, if I detect even a hint that the Precision might not work, I will just switch to the Slate. The experience of presenting on the slate is actually not bad at all, it is just a bit slow for my taste, but it does work. By the way, I will be posting the code and slides for my sessions very soon, I just need to “clean it and zip it”. Stay tuned, and thanks again for your patience in that horrible circumstance. Cheers Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Backup SQL Database Federation

    - by Herve Roggero
    One of the amazing features of Windows Azure SQL Database is the ability to create federations in order to scale your cloud databases. However until now, there were very few options available to backup federated databases. In this post I will show you how Enzo Cloud Backup can help you backup, and restore your federated database easily. You can restore federated databases in SQL Database, or even on SQL Server (as regular databases). Generally speaking, you will need to perform the following steps to backup and restore the federations of a SQL Database: Backup the federation root Backup the federation members Restore the federation root Restore the federation members These actions can be automated using: the built-in scheduler of Enzo Cloud Backup, the command-line utilities, or the .NET Cloud Backup API provided, giving you complete control on how you want to perform your backup and restore operations. Backing up federations Let’s look at the tool to backup federations. You can explore your existing federations by using the Enzo Cloud Backup application as shown below. As you can see, the federation root and the various federations available are shown in separate tabs for convenience. You would first need to backup the federation root (unless you intend to restore the federation member on a local SQL Server database and you don’t need what’s in the federation root). The steps are similar than those to backup a federation member, so let’s proceed to backing up a federation member. You can click on a specific federation member to view the database details by clicking at the tab that contains your federation member. You can see the size currently consumed and a summary of its content at the bottom of the screen. If you right-click on a specific range, you can choose to backup the federation member. This brings up a window with the details of the federation member already filled out for you, including the value of the member that is used to select the federation member. Notice that the list of Federations includes “Federation Root”, which is what you need to select to backup the federation root (you can also do that directly from the root database tab).  Once you provide at least one backup destination, you can begin the backup operation.  From this window, you can also schedule this operation as a job and perform this operation entirely in the cloud. You can also “filter” the connection, so that only the specific member value is backed up (this will backup all the global tables, and only the records for which the distribution value is the one specified). You can repeat this operation for every federation member in your federation. Restoring Federations Once backed up, you can restore your federations easily. Select the backup device using the tool, then select Restore. The following window will appear. From here you can create a new root database. You can also view the backup properties, showing you exactly which federations will be created. Under the Federations tab, you can select how the federations will be created. I chose to recreate the federations and let the tool perform all the SPLIT operations necessary to recreate the same number of federation members. Other options include to create the first federation member only, or not to create the federation members at all. Once the root database has been restored and the federation members have been created, you can restore the federation members you previously backed up. The screen below shows you how to restore a backup of a federation member into a specific federation member (the details of the federation member are provided to make it easier to identify). Conclusion This post gave you an overview on how to backup and restore federation roots and federation members. The backup operations can be setup once, then scheduled daily.

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • 11.10 desktop alerts (volume change and terminal bell) stopped working but all other audio still works

    - by FlabbergastedPickle
    All, My sound works just fine in 11.10 64-bit install on HP dm1-4050 Sandy Bridge notebook (e.g. audio works in Banshee, flash, games, browser, Thunderbird email notification, etc.), but the core desktop notifications (e.g. pressing a tab in a terminal where there is more than one option should trigger a terminal bell, or changing volume using volume keys should be accompanied with the supporting "quack" that the volume app makes) do not work. I've intentionally disabled login sound as explained here on ask ubuntu but even enabling it back makes no difference. These notifications did work before just fine and I am not sure when did the actually stop working but it must've been fairly recently. Only things I did were trying to install some ppa edge xorg drivers for my intel card (a separate issue) but also reverted them all with ppa-purge once I discovered they did not improve anything. Other thing I did was check volume settings with alsamixer and did alsactl store for the soundcard after I did some experimenting with volume settings for PCM (on my laptop PCM at 100% crackles so I had to lower it and make pulseaudio ignore its setting as per ask ubuntu's page). That said, neither of these should have any bearing on the said notifications since the volume is up and they clearly work everywhere else but the core desktop events. The system ready drum sound when Ubuntu boots and user reaches the login screen also does not work. The guest login behaves exactly same as mine. Audio works (including the login sound since I've not disabled it for the guest account), but no quacks when changing the volume or terminal bell sounds... I've tried copying ubuntu sounds to /usr/share/sounds/ as suggested on ask ubuntu and that did not work. I also tried using dconf-editor to check sound theme settings and tried both freedesktop (which is what it was set to) and ubuntu, as suggested on ask ubuntu. This did not work either. I tried purging the ~/.pulse folder and the /tmp/*pulse* entries, rebooting and restarting pulseaudio with -D flag. While audio came back on and behaved just fine in all aspects (e.g. one can adjust volume levels, play music, games, in-browser sound stuff, and other app alerts) except for the system ready drum sound (at the login screen), and any system event (terminal bell and volume change quack sound). It is interesting that the quack sound works inside system settings-sound when adjusting levels there, but it does not when volume is changed via top bar's volume settings... I do recall that at one point yesterday when I was restarting pulseaudio the quacks that accompany volume change did start working but I have no idea what caused that. This was also when I first realized those alerts were not working. After rebooting it was again gone. I did compile my own 3.0.14-rt31 kernel a little while ago as instructed on one of the wiki's for the 11.10 rt kernel. Everything works as before except for the said sound alerts. I am not sure if this began happening since I started using the rt kernel though and yesterday's momentary ability to hear those quacks while changing the volume make me believe that the kernel is not one responsible for this problem. One more thing I can think of is that I used alsoft-conf tool to configure buffering on the OpenAL (due to TA Spring's choppy audio) and changed in there default audio device to ALSA. I also tried reverting it to Pulseaudio as the only allowed output but the bottom part of the Backend tab always reverts to ALSA even when I select Pulseaudio. The pulseaudio does remain as the only active choice on top. This, however, once again does not make any sense in terms of preventing desktop audio alerts when everything else including OpenAL games plays sound just fine... So, there you have it, as verbose as I could make it :-). I tried all I could find on this issue and had no luck so far... Any ideas?

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  • How to translate along Z axis in OpenTK

    - by JeremyJAlpha
    I am playing around with an OpenGL sample application I downloaded for Xamarin-Android. The sample application produces a rotating colored cube I would simply like to edit it so that the rotating cube is translated along the Z axis and disappears into the distance. I modified the code by: adding an cumulative variable to store my Z distance, adding GL.Enable(All.DepthBufferBit) - unsure if I put it in the right place, adding GL.Translate(0.0f, 0.0f, Depth) - before the rotate functions, Result: cube rotates a couple of times then disappears, it seems to be getting clipped out of the frustum. So my question is what is the correct way to use and initialize the Z buffer and get the cube to travel along the Z axis? I am sure I am missing some function calls but am unsure of what they are and where to put them. I apologise in advance as this is very basic stuff but am still learning :P, I would appreciate it if anyone could show me the best way to get the cube to still rotate but to also move along the Z axis. I have commented all my modifications in the code: // This gets called when the drawing surface is ready protected override void OnLoad (EventArgs e) { // this call is optional, and meant to raise delegates // in case any are registered base.OnLoad (e); // UpdateFrame and RenderFrame are called // by the render loop. This is takes effect // when we use 'Run ()', like below UpdateFrame += delegate (object sender, FrameEventArgs args) { // Rotate at a constant speed for (int i = 0; i < 3; i ++) rot [i] += (float) (rateOfRotationPS [i] * args.Time); }; RenderFrame += delegate { RenderCube (); }; GL.Enable(All.DepthBufferBit); //Added by Noob GL.Enable(All.CullFace); GL.ShadeModel(All.Smooth); GL.Hint(All.PerspectiveCorrectionHint, All.Nicest); // Run the render loop Run (30); } void RenderCube () { GL.Viewport(0, 0, viewportWidth, viewportHeight); GL.MatrixMode (All.Projection); GL.LoadIdentity (); if ( viewportWidth > viewportHeight ) { GL.Ortho(-1.5f, 1.5f, 1.0f, -1.0f, -1.0f, 1.0f); } else { GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); } GL.MatrixMode (All.Modelview); GL.LoadIdentity (); Depth -= 0.02f; //Added by Noob GL.Translate(0.0f,0.0f,Depth); //Added by Noob GL.Rotate (rot[0], 1.0f, 0.0f, 0.0f); GL.Rotate (rot[1], 0.0f, 1.0f, 0.0f); GL.Rotate (rot[2], 0.0f, 1.0f, 0.0f); GL.ClearColor (0, 0, 0, 1.0f); GL.Clear (ClearBufferMask.ColorBufferBit); GL.VertexPointer(3, All.Float, 0, cube); GL.EnableClientState (All.VertexArray); GL.ColorPointer (4, All.Float, 0, cubeColors); GL.EnableClientState (All.ColorArray); GL.DrawElements(All.Triangles, 36, All.UnsignedByte, triangles); SwapBuffers (); }

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  • SQLAuthority News – Live Virtual Classroom New Trend in Technology

    - by nupurdave
    This blog post is by Nupur Dave, who is housewife and works from home. Changing times and a super busy lifestyle have rendered most of us powerless when it comes to doing what we love to do. I feel that a man never ceases to learn and his sole aim is to seek knowledge, and keep growing. However, our tight schedules and packed calendars mean that we really have to struggle to take some time out and follow the path towards learning. Like all working professionals with a family to take care of, I hardly found time to pursue my interests. However, it was getting increasingly important for me to upgrade my skills, not only for my personal quest for knowledge but to also substantiate my professional standing. When I came to know about Koenig Live Virtual Classroom from friends, it piqued my interest. I felt like it was the answer to all my concerns. Without wasting a single minute, I contacted Koenig for a demo class. Here are some of the highlights of Koenig LVC which instantly struck a chord in me: Online Training – Koenig offers 1-on-1 Online Training with the instructor at the other end. Doesn’t matter where I am sitting, in my office or at home, I can connect to my trainer from anywhere. Flexible Timings – The most comfortable part is you get to choose the time that suits you best. Economical -  No need to travel a thousand miles, the experts are right here on your computer screen. So no extra cost of travel, lodging and meals. 24X7 Lab Access: This is again a great feature that proved to be very beneficial in gaining a practical understanding of the subject. Powered by a data center, this facility offers students much to look forward to. 300+ Full Time Certified Experts: Be assured that you are learning from the best people in the industry. Customized Courses: Course material and training delivery is completely customized to suit your specific requirements. Official Courseware: The instructor teaches from official courseware of the vendor, depending on which course you have applied for – be it Microsoft, Cisco, Oracle or any other certification. Take Exam from Anywhere: Post completion of your IT training, you can take your certification exam from anywhere. Again, no need to travel a thousand miles to earn certified status. No Pre-Recorded Sessions: For those who still need clarification, it will be a live online classroom with trainers instructing you in real time. So you won’t get any surprises of getting pre-recorded sessions in place of your live instructor. Koenig’s Live Virtual Classroom methodology greatly exceeded my expectations. The instructor was highly skilled and very professional. I had concerns about the quality of AV on the computer screen, and whether I’ll be able to understand each topic in detail. However, the quality of video and sound, and the learning methodology used was impeccable. If you’re also facing time crunch and other commitment issues which are getting in the way of your professional development, LVC is the best solution to learn and grow. To know more about Student Experiences and Feedback of Koenig LVC, you can view their Testimonials. Reference: Nupur Dave (http://blog.sqlauthority.com)Filed under: SQL Authority

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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