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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • Is reference to bug/issue in commit message considered good practice?

    - by Christian P
    I'm working on a project where we have the source control set up to automatically write notes in the bug tracker. We simply write the bug issue ID in the commit message and the commit message is added as a note to the bug tracker. I can see only a few downsides for this practice. If sometime in the future the source code gets separated from the bug tracking software (or the reported bugs/issues are somehow lost). Or when someone is looking in the history of commits but doesn't have access to our bug tracker. My question is if having a bug/issue reference in the commit message is considered good practice? Are there some other downsides?

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  • What does Avg Position from Google Webmaster really mean

    - by RandomBen
    I have a website I am tracking on Google's Webmaster tools. When I look at the Search queries page it shows me a graph of Impressions and clicks per day. Underneath that there is a table showing specific results. One of the columns is Avg Position. That columns seems to include paid ads. Is that correct, does the Avg Position also include the top result ads(the ads at the top of the search results)? I am asking because the company I work for has a not so common name and whenever I Google it our site is the #1 result 100% of the time. The only thing above it is 1 paid add. When I checkout Webmaster tools I notice that searching for our name returns with us at an Avg Position of 2.0. That seems like it would be only possible if paid top result ads were included in that position. Does anyone know?

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  • Humble Indie Bundle V: Psychonauts, Superbrothers, and More at a Name Your Own Price

    - by Jason Fitzpatrick
    There’s a new Humble Indie with some fantastic DRM-free and cross-platform offerings and, most importantly, some fantastic games. Score a copy of Psychonauts for the best price in town! But seriously: if you’re looking to game on a budget this Humble Indie Bundle is an absolute gem. For a few bucks (that you can even opt to donate to charity) you can score five awesome games including Psychonauts. I enjoyed Psychonauts so much I’d happily pay the full original retail just to play it again. In addition, the full soundtracks for each game are included with your purchase. Hit up the link below for more information. Humble Indie Bundle V is available until 6PM EST, 6/14/2012. The Humble Indie Bundle V HTG Explains: Learn How Websites Are Tracking You Online Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting

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  • [Not in Vermont] IT Jobs: Sharepoint/ASP.NET Dev + Winforms C# Dev in Western Mass

    Two .NET jobs in Western Mass from a recruiter, contact info below Requirement #1: Our client is looking for the best engineers in the world, and then we give them the opportunity to excel. Our light, scrum-based process keeps you focused on delivering functionality that our customers need. We try to do things right (unit tests, continuous builds, bug tracking, etc) and were looking for others who work this way too. Primary Responsibilities Develop SharePoint applications in ASP.NET with a heavy...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It

    - by Chris Hoffman
    You’ve probably heard that you need to overwrite a drive multiple times to make the data unrecoverable. Many disk-wiping utilities offer multiple-pass wipes. This is an urban legend – you only need to wipe a drive once. Wiping refers to overwriting a drive with all 0’s, all 1’s, or random data. It’s important to wipe a drive once before disposing of it to make your data unrecoverable, but additional wipes offer a false sense of security. Image Credit: Norlando Pobre on Flickr HTG Explains: Learn How Websites Are Tracking You Online Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting

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  • Desktop Fun: Sunsets Wallpaper Collection Series 1

    - by Asian Angel
    Sunsets can turn the sky into a work of art as day slowly fades into night and taking a moment to enjoy the beauty can be the perfect way to end the day. Bring this peaceful time of day to your desktop with the first in our series of Sunsets Wallpaper collections. SPECIAL NOTE: Due to the unexpected problem with Paper Wall’s server we are providing a download link for the entire wallpaper set in a zip file (~12 MB) HERE. HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • Build Your Own Adapter For Cheap Mains Power on Portable Devices

    - by Jason Fitzpatrick
    If you’re looking for a way to build a battery-to-wall-power adapter for one of your portable devices, this tutorial can serve as a template for your DIY adventures. Mike Worth wanted an outlet adapter for his Canon camera, but Canon wanted $75 for it. Not looking to spend that kind of cash on a very simple adapter, he set out to build his own. The build is quite simple, consisting of a transformer with the proper voltage, and a set of dummy battery casings with thumb tacks and washers to serve as the negative and positive leads. Hit up the link below to see the full build. Making a Mains Adapter [via Hack A Day] HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • AdWords test with two different agencies - can I track their results without them being aware of each other

    - by Drew
    Currently going through a process of testing two AdWords ppc providers at the same time from two separate AdWords accounts. However they will require access to my GA account for linking and ecommerce tracking. Which means that they will be able to see each others results. I dont want this; Is it possible to set up GA so that; Company A only sees Adwords results associated to their AdWords management via GA Company B only sees Adwords results associated to their AdWords management via GA And each company never sees the other company's Adwords results? 100 positive karma points to anyone who can shed some light on this. Cheers.

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  • How do I dynamically reload content files?

    - by Kikaimaru
    Is there a relatively simple way to dynamically reload content files, such as effect files? I know I can do the following: Detect change of file Run content pipeline to rebuild that specific file Unload ALL content that was loaded Load all content And use double references to reference content files. The problem is with step 3 (and step 2 isn't that nice either). I need to unload everything because if I have model Hero.x which references Model.fx effect, and I change the Model.fx file, I need to reload the Hero.x file which will then call LoadExternalReference on Model.fx. Has someone managed to make this work without rewriting the whole ContentManager (and every ContentReader) and tracking calls to LoadExternalReference?

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  • Google page events monitoring and analysis

    - by Homunculus Reticulli
    I have read the Google page event documentation, but I am not sure I understand it correctly. I am new to Google analytics, and I have two questions: Once I have google analytics enabled for my site (i.e. I have inserted the tracking code in my pages etc), do I need to set anything else up (at the Google end - i.e. in my Google analytics account) It is not clear to me how the event data particularly, relating to how the data can be aggregated and analyzed. For instance, if I want to track an event under category category for click action action, I will use the following code snippet: <a href="some-uri.htm" onclick="_gaq.push(['_trackEvent', 'category', 'action', 'label']);">Do Something</a> For the sake of simplicity, lets say I am interested in monitoring click events in my header and footer, and I want to find which pages the header and or footer is clicked most often. How would I set things up so that I can analyze the header/footer clicks aggregated at the page level?

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  • Do Google's feed statistics include former users?

    - by jjackson
    I'm currently not using any sort of fancy stat tracking software such as feedburner, but I occasionally look at Google's stats in their Webmaster Tools just to get a rough idea of whether the number of subscribers is going up or down. This only gives the number of users subscribed through Google products, as they explain in their help documents: Subscriber stats display the number of Google users who have subscribed to your feeds using any Google product (such as Reader, iGoogle, or Orkut). Because users can subscribe to feeds using many different aggregators or RSS readers, the actual number of subscribers to your site may be higher. I used to use Google Reader very regularly but haven't opened it in a while now. The way I understand it, this will mean that even though I haven't touched any of those feeds in a long time I'm still technically subscribed to them and will therefore be included in Google's statistic. Is this correct? Also since Google runs Feedburner, does this have any effect on their stats as well?

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  • How can I get the business analysts more involved in BDD?

    - by Robert S.
    I am a proponent of Behavior Driven Development, mainly with Cucumber and RSpec, and at my current gig (a Microsoft shop) I am introducing SpecFlow as a tool to help with testing. I'd like to get the business analysts on my team involved in writing the features and scenarios, but they are put off by the "technical" aspect of it, meaning creating the files in Visual Studio (or even having Visual Studio on their machines). They want to know if we can put all the scenarios for a feature in Jira. What I'm looking for is suggestions for a workflow that will work well with BA types that are accustomed to project management/work tracking tools like Jira (we also use Greenhopper).

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  • How does gluLookAt work?

    - by Chan
    From my understanding, gluLookAt( eye_x, eye_y, eye_z, center_x, center_y, center_z, up_x, up_y, up_z ); is equivalent to: glRotatef(B, 0.0, 0.0, 1.0); glRotatef(A, wx, wy, wz); glTranslatef(-eye_x, -eye_y, -eye_z); But when I print out the ModelView matrix, the call to glTranslatef() doesn't seem to work properly. Here is the code snippet: #include <stdlib.h> #include <stdio.h> #include <GL/glut.h> #include <iomanip> #include <iostream> #include <string> using namespace std; static const int Rx = 0; static const int Ry = 1; static const int Rz = 2; static const int Ux = 4; static const int Uy = 5; static const int Uz = 6; static const int Ax = 8; static const int Ay = 9; static const int Az = 10; static const int Tx = 12; static const int Ty = 13; static const int Tz = 14; void init() { glClearColor(0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); GLfloat lmodel_ambient[] = { 0.8, 0.0, 0.0, 0.0 }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); } void displayModelviewMatrix(float MV[16]) { int SPACING = 12; cout << left; cout << "\tMODELVIEW MATRIX\n"; cout << "--------------------------------------------------" << endl; cout << setw(SPACING) << "R" << setw(SPACING) << "U" << setw(SPACING) << "A" << setw(SPACING) << "T" << endl; cout << "--------------------------------------------------" << endl; cout << setw(SPACING) << MV[Rx] << setw(SPACING) << MV[Ux] << setw(SPACING) << MV[Ax] << setw(SPACING) << MV[Tx] << endl; cout << setw(SPACING) << MV[Ry] << setw(SPACING) << MV[Uy] << setw(SPACING) << MV[Ay] << setw(SPACING) << MV[Ty] << endl; cout << setw(SPACING) << MV[Rz] << setw(SPACING) << MV[Uz] << setw(SPACING) << MV[Az] << setw(SPACING) << MV[Tz] << endl; cout << setw(SPACING) << MV[3] << setw(SPACING) << MV[7] << setw(SPACING) << MV[11] << setw(SPACING) << MV[15] << endl; cout << "--------------------------------------------------" << endl; cout << endl; } void reshape(int w, int h) { float ratio = static_cast<float>(w)/h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, ratio, 1.0, 425.0); } void draw() { float m[16]; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glGetFloatv(GL_MODELVIEW_MATRIX, m); gluLookAt( 300.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f ); glColor3f(1.0, 0.0, 0.0); glutSolidCube(100.0); glGetFloatv(GL_MODELVIEW_MATRIX, m); displayModelviewMatrix(m); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(400, 400); glutInitWindowPosition(100, 100); glutCreateWindow("Demo"); glutReshapeFunc(reshape); glutDisplayFunc(draw); init(); glutMainLoop(); return 0; } No matter what value I use for the eye vector: 300, 0, 0 or 0, 300, 0 or 0, 0, 300 the translation vector is the same, which doesn't make any sense because the order of code is in backward order so glTranslatef should run first, then the 2 rotations. Plus, the rotation matrix, is completely independent of the translation column (in the ModelView matrix), then what would cause this weird behavior? Here is the output with the eye vector is (0.0f, 300.0f, 0.0f) MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 0 0 0 0 0 0 0 0 0 1 0 -300 0 0 0 1 -------------------------------------------------- I would expect the T column to be (0, -300, 0)! So could anyone help me explain this? The implementation of gluLookAt from http://www.mesa3d.org void GLAPIENTRY gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz) { float forward[3], side[3], up[3]; GLfloat m[4][4]; forward[0] = centerx - eyex; forward[1] = centery - eyey; forward[2] = centerz - eyez; up[0] = upx; up[1] = upy; up[2] = upz; normalize(forward); /* Side = forward x up */ cross(forward, up, side); normalize(side); /* Recompute up as: up = side x forward */ cross(side, forward, up); __gluMakeIdentityf(&m[0][0]); m[0][0] = side[0]; m[1][0] = side[1]; m[2][0] = side[2]; m[0][1] = up[0]; m[1][1] = up[1]; m[2][1] = up[2]; m[0][2] = -forward[0]; m[1][2] = -forward[1]; m[2][2] = -forward[2]; glMultMatrixf(&m[0][0]); glTranslated(-eyex, -eyey, -eyez); }

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  • Any good web frameworks for asynchronous multiplayer games?

    - by Steven Stadnicki
    I'm trying to craft a site for web-based (original) board games, and my client (currently written in Actionscript, but that's highly fungible) works fine - I can play solitaire games in the client - but it has nothing to connect to. What I'm looking for is a server framework for handling accounts/authentication and game tracking: something that would let players log in, show them a list of their current games, let them invite friends to new games, let them make moves in the games they have open, etc. I'm flexible on language; obviously I'm going to have to write a lot of server code to handle the actual game logic, but that should be straightforward enough. I'm more concerned with how to handle the user (and game) DBs, though suggestions for a good server framework for communicating with the DBs (and serving up, most likely, JSON for client communications) are also welcome. Right now my leaning is towards Ruby (probably with Rails) but as far as I can determine it would be a pretty good chunk of effort to set up the necessary databases, so having something even higher-level would be really useful to me.

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  • Ad-Driven Apps Are Sucking Your Android Battery Dry

    - by Jason Fitzpatrick
    Ads in free Android apps might be annoying but you probably never imagined they were radically draining your battery. New research from Purdue University and Microsoft highlight just how much ad-driven apps tank your battery life. What did they find? That poorly designed ad-modules in free ad-driven applications are terrible at conserving energy. In popular applications like Angry Birds and Free Chess 70% of the energy the application consumed was used to drive the ads. They also surveyed other applications and found that ad-driven apps weren’t alone in excessive battery use–the New York Times app, for example, spent 15% of its battery consumption on tracking and background tasks. Hit up the link below to read the full whitepaper for a more in depth look at the methodology and results. Fine Grained Energy Accounting on Smartphones with Eprof (PDF) [via ZDNet] Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • NetBeans 6.9 Released

    - by Duncan Mills
    Great news, the first NetBeans release that has been conducted fully under the stewardship of Oracle has now been released. NetBeans IDE 6.9 introduces the JavaFX Composer, a visual layout tool for building JavaFX GUI applications, similar to the Swing GUI builder for Java SE applications. With the JavaFX Composer, developers can quickly build, visually edit, and debug Rich Internet Applications (RIA) and bind components to various data sources, including Web services. The NetBeans 6.9 release also features OSGi interoperability for NetBeans Platform applications and support for developing OSGi bundles with Maven. With support for OSGi and Swing standards, the NetBeans Platform now supports the standard UI toolkit and the standard module system, providing a unique combination of standards for modular, rich-client development. Additional noteworthy features in this release include support for JavaFX SDK 1.3, PHP Zend framework, and Ruby on Rails 3.0; as well as improvements to the Java Editor, Java Debugger, issue tracking, and more. Head over to NetBeans.org for more details and of course downloads!

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  • Using RegEx's in Multi-Channel Funnels in Google Analytics

    - by Rob H
    For some reason, I can't get my multi-channel funnel which utilizes RegEx's in the path steps to function -- it keeps coming back with no data. There are a few variables which may be holding things up, but I can't figure out the origin of the problem, nor a solution. Here's the situation: The funnel is tracking conversions, defined as when a user completes 4 steps to signup Steps are not "required" Default URL is set to https://example.com There is a 302 redirect set up on our site that leads from http://example.com to https://example.com Within the funnel, steps switch from non-secure pages (unless browser is set to secure browsing), to secure pages once the user moves from the landing page to the second page of the sign-up process (account placeholder has been created) URL at that point contains the variable of publisher number within (but not at the end) the URL My RegEx's are all properly written as tested on rubular.com

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  • 3 Ways to Normalize Sound Volume on Your PC

    - by Chris Hoffman
    If you’re constantly adjusting your computer’s volume while you watch videos or play music, there’s a better way. You can set a consistent volume level, either Windows-wide or in a specific program like VLC or your music player. Many applications have “volume normalization” or “loudness equalization” features built-in, including Windows itself. These features are often somewhat hidden and off the beaten path, so you won’t find them unless you go looking for them. HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online Here’s How to Download Windows 8 Release Preview Right Now

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  • Google Goals process not working through similarly named pages

    - by David
    Well, I'm at a loss. I've ensured that my tracking script is in etc etc, and I've set up my goal and funnel path, but only the first step is ever being shown on the funnel. Goal URL: /checkout/checkoutComplete/ Type: Head Match ... but should this be /checkout/checkoutComplete/(.*) and set to regex rather because there are parameters after the main part of the URL (I thought that's what head match was for) Step 1: /checkout/ <-- required Step 2: /checkout/confirm/ both the above are valid and correct URLs for my domain. But for some reason, the funnel visualization shows entries into the first step, then an exits count that matches the entry count, including /checkout/confirm - but it doesn't go on to the next step! Perhaps I'm doing something obviously wrong...but I can't quite see it? Also, semi-related questions. Making a change to the funnel, does it only affect new incoming data? And how often does it update? Thanks in advance for your help.

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  • Which features of user story management should an agile team look for?

    - by Sonja Dimitrijevic
    In my research study, I need to identify the key features of user story management tools that can be used to support agile development. So far, I identified the following general groups of features: User role modeling and personas support, User stories and epics management, Acceptance testing support, High-level release planning, Low-level iteration planning, and Progress tracking. Each group contains some specific features, e.g., support for story points, writing of acceptance tests, etc. Which features of user story management should an agile team look for especially when switching from tangible tools (index cards, pin boards and big visible charts) to a software tool? Are some features more important than the others? Many thanks in advance!

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  • JCP Survey!

    - by Yolande Poirier
    The London Java Community (LJC), which is an Executive Committee member of the Java Community Process (JCP), is asking Java developers to participate in a JCP survey titled "What should the JCP be doing?"  The JCP is the mechanism that decides on future standards related to Java technology. Those standards give users like you a choice of technologies to develop with and more independence from vendor solutions.   The JCP cares about community feedback and has successfully encouraged community participation using transparent tracking processes. Take the survey, your feedback matters. 

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  • Balancing agressive invites

    - by Nils Munch
    I am designing a trading card game for mobiles, with the possibility to add cards to your collection using Gems, aquired through victories and inapp purchases. I am thinking to increase the spread of the game with a tracking system on game invites, enabling the user to invite a friend to play the game. If the friend doesn't own the game client (which is free) he will be offered to download it. If he joins the game, the original player earns X amount of gems as an reward. There can only be one player per mobile device, which should rule out some harvesting. My question is, how do you think the structure of this would be recieved ? All invites are mail based, unless the player already exists in the game world (then he gets a ingame invitation.) I have set a flood filter, so a player can only invite a friend (without the client installed) once a month.

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  • What tool do you use to organise your tasks?

    - by Gearóid
    Hi, I've been a web developer for four years now and I've yet to come across a nice piece of software that allows me to manage my day to day tasks well. In theory, I should be able to just pull up a textfile and write: write test scripts check code into svn remember to go home But obviously this isnt very usable. I've tried stuff like Ta-da List but it feels quite limited. JIRA is great for bug tracking but what if I have to remember to go to the bank at 2pm. Is there anything piece of software out there that helps organise programmers? I'm really interested in hearing what you guys have to say on this one. Thanks.

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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