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I'm looking for some kind of tool to work with GLSL. I want to experiment with shaders in the WebGL application, so what I'm looking for is something like RenderMonkey. As far as I know - RenderMonkey is not supported anymore, so there must be some other tool that took it's place.
The best would be if I could do both the "effect composing" like RM and the raw GLSL code development.
Looking forward to see some nice answers.
In the meantime, I recommend having a play with ShaderToy and FractalLab
It's not a full IDE, but the WebGL inspector browser extension by benvanik seems promising:
http://benvanik.github.com/WebGL-Inspector/
From his page a number of features that might be along the lines you're looking for:
Extension for injecting into pages
Embed in an existing application with a single script include
Capture entire GL frames
Annotated call log with stepping/resource navigation and redundant call warnings
Pixel history see all draw calls that contributed to a pixel + blending information
GL state display
Resource browsers for textures, buffers, and programs
I've only used it a little bit, but it seems to be a lot better than working in the bare browser.
After hard searching in google i found this tools for glsl.
http://syntopia.github.com/Fragmentarium/
http://wwwvis.informatik.uni-stuttgart.de/glsldevil/index.html#usage
http://cg.in.tu-clausthal.de/teaching/shader_maker/index.shtml
http://sourceforge.net/projects/lumina/files/
http://www.kickjs.org/example/shader_editor/shader_editor.html
http://web.engr.oregonstate.edu/~mjb/glman/
http://www.iquilezles.org/apps/shadertoy/
http://www.lighthouse3d.com/opengl/tools.shtml
http://code.google.com/p/qshaderedit/
Sorry for that some links are repeat with previous answers.
This may or may not help but if you have access to a Mac you can use Quartz Composer for this. For example you can put a trackball and clear patch in a composition, add a glsl shader patch to the trackball and add add the a teapot patch to the glsl shader patch. Then if you go to settings on the glsl shader, you have access to the vertex and fragment shader code. Any changes you make will be displayed in real time. The only drawback is that as far as I can tell you have to use hard-coded constants instead of uniforms. It's not perfect but its fine for playing with new effects and rapid prototyping of algorithms.
If you develop on the Mac, there is the OpenGL shader builder from Apple:
http://developer.apple.com/graphicsimaging/opengl/shader_image.html
I don't know if you've already found a tool that works for you. But, there's:
ShaderMaker
http://cgvr.cs.uni-bremen.de/teaching/shader_maker/
which is cross-platform (I've tested it under Windows and OSX)
and
glman
http://web.engr.oregonstate.edu/~mjb/glman/
which is windows-only but, according to the authors, will be ported to mac eventually.
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I regularly get frustrated by text-overload in my IDE (Eclipse right now). I find myself separating my methods by big chunks of whitespace, and then regretting that later when I need to find something by scanning through the code.
Something I think does work well is the GrepCode way of viewing source code. Does anyone know if anything like this has been implemented in a code editor? More specifically, I want the ability to have nice, formatted and colourful documentation (preferably collapsable) to help me read my code. It could even have the ability to embed design images.
"Text-overload" is precisely why a plugin like Mylyn does exist.
Mylyn's task-focused interface reduces information overload and makes multitasking easy.
Mylyn makes tasks a first class part of the IDE, integrates rich and offline editing for ALM tools, and monitors your programming activity to create a "task context" that focuses your workspace and automatically links all relevant artifacts to the task-at-hand.
This puts the information you need at your fingertips and improves productivity by reducing information overload, facilitating multitasking and easing the sharing of expertise.
Plus you can add to your project WikiText, with Markdown support (see WikiText FAQ, and its User Guide)
To better manage huge amounts of code, you may want to reconsider these:
Use Eclipse Mylyn, as it will hide code that you don't work with.
Open Windows -> Preferences, type "Folding" in the preferences dialog
and check, which editors should provide more folding by default to
hide non relevant things from you.
Have a look at the Java browsing
perspective of Eclipse. It stems from the old Smalltalk code browsing
user interfaces and is meant to more easily manage (but not edit)
Java code.
If you are working much visually with your code (and remember its layout instead of the structure), you may find the Crazy Outline view very helpful. It provides an airplane layout view of your text.
If the more important aspect of your question is how to more easily see the documentation you wrote for your code, check this:
Make sure that the JavaDoc view and the Declaraction view are opened and visible all the time to show Javadoc and declaration of whatever your cursor points at. Make sure you actually provide JavaDoc comments, to begin with.
The Eclipse Code Recommenders project has advanced documentation views, which basically show the results of data mining of common Eclipse code. You can get a company internal (commercial) version of that tool, so it would recommend code completion, as other code in your projects was written.
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I am writing this very basic J2SE application which alerts the user with some info every now and then. Currently I am using the SystemTray and TrayIcon classes to show notifications, but I am not really pleased with that. It does not allow me to tweak the notifications, nor gives them a good look.
So, does anyone know an easy to use library to generate nice notifications?
btw, I will be porting to Linux (Ubuntu) to, but will be using notify-OSD there, which is exactly what I need.
Shameless plug: I've just released a project called Twinkle that is pretty much Growl for Java Swing.
I' not aware of a Java library abstracting all OS specific desktop notifications. But if you know, you are limited to Ubuntu (and perhaps a limited number of other OS), you can create a own Interface and implement it for the specific OS.
Ubuntu: You can access /usr/bin/notify-send via Runtime like this: usr/bin/notify-send -t 30000 "Text1" "Text2" -i /path/to/48x48.png
Mac OSX: Java Growl API
For JAVA implementations you may look at Jazz or Mylyn (see Java Desktop Notifications).
You can use JCommunique for cross-platform Java desktop notifications. Here is a short demo adapted from the examples on the wiki:
// makes a factory with the built-in clean theme
// themes are customizeable
NotificationFactory factory = new NotificationFactory(ThemePackagePresets.cleanLight());
// factories build notifications using a theme, while managers handle how
// how they appear on the screen
// this manager just simple pops up the notification in the specified location
// other managers do sliding, queues, etc.
NotificationManager plain = new SimpleManager(Location.NORTHEAST);
// creates a text notification; you can also have progress bar Notifications,
// icon Notifications, Notifications that ask for user feedback, etc.
TextNotification notification = factory.buildTextNotification("This is a title",
"This is a subtitle");
notification.setCloseOnClick(true);
// the notification will disappear after 2 seconds, or after you click it
plain.addNotification(notification, Time.seconds(2));
Brief confession: I also am the creator of this project. It's open source so I don't get any revenue from it.
Some other libraries to have a look at:
Twinkle
This is already mentioned in another answer so I won't say too much about it. I tried the Java Webstart demo and it looked pretty nice. It allows for some more complicated background color options such as gradients that JCommunique doesn't have.
About 3,500 lines.
Has a bunch of fancy styling options such as round vs. rectangle close buttons, gradient vs. solid color, and light vs. dark notifications. However, has just one sequential manager.
The wiki has links to javadocs and a getting started document.
No external dependencies (I think?).
JCarrierPigeon
Very lightweight. Looking at the jar, it has just six classes.
Depends on the "Timing Framework" library.
The website shows that it can do some sliding in effects, but I don't think it does fading or other types of animations.
JTelegraph
Requires JCarrierPigeon and "Timing Framework" in the classpath to build
Has dozens of nice-looking icons included with the project. I'm not sure how these are licensed, but they could be useful if you don't have your own.
As far as I can tell, it doesn't include many more features than those provided in JCarrierPigeon. It mainly includes a bunch of built in icons and a different API.
I can't post links to these since I don't have enough reputation, but they are easy to find on the internet.
Now I will try to objectively evaluate my own library in comparison with the above. Please keep in mind that this list is a bit more extensive since I know more about my project than the others. Let me know if there is anything that I'm missing.
JCommunique
Many features. As far as Notifications go, there are TextNotifications, IconNotifications, AcceptNotifications, and ProgressNotifications (show a progress bar). NotificationManagers handle how Notifications show. These include SimpleManager, QueueManager (scrolls down old Notifications to reveal new ones), SlideManager (slides Notifications into position), and SequenceManager (only shows a Notification when the previous one has disappeared).
Relatively large. I think it clocks in at about 2,500 lines in total.
Has a wiki with a number of examples.
Notifications look a bit plain because they can only be one solid color. Twinkle wins in this respect; it has gradients and outlines around its notifications.
A handful of built-in themes. At time of writing these include dark, light, and aqua. You can also add your own.
No external dependencies other than Java.
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I need to show an image that is 4000x6000 px. What are your experiences with displaying large images online?
My initial idea was to use the GMap cutter and the Google Maps API to show the image. GMap Cutter takes an image and cuts it appropriately for use as a google map. My problem with approach is that the image will be changing often, and so I'll need to re-cut the image often. GMap Cutter doesn't have a command-line version, so I can't write a cron job for this...I'll need to do it manually every hour or so. Is there a better option for doing this?
Or any other solutions I can consider?
I'd recommend slicing it up with ImageMagick. It allows cropping via a view port and is fairly configurable. In addition it works fairly well from a Linux/Windows command prompt (or within Perl,PHP or Python using exec).
http://www.imagemagick.org/Usage/
Here's the documentation for the actual tile crop functionality.
http://www.imagemagick.org/Usage/crop/#crop_tile
With options to crop using gravity, the ability to adjust the size/quality of the output image and support for virtually every common image format ImageMagick should get you done.
The GDAL2Tiles utility, which is a part of GDAL, can be easily automated via command-line.
There is also a GUI for it, called MapTiler. They have some info on running GDAL2Tiles here.
zoom.it is a relatively straight forward way to display large images online.
Check out https://github.com/Murtnowski/GMap-JSlicer
slicer = new JSlicer(document.getElementById('map'), 'myImage.png');
slicer.init();
It's super simple.
You can see if in the wild at http://gvgmaps.com/ffvi/
If you need to update the map just change myImage.png then reload the page.
Scrollable div/iframe/pop up window?
Could use something like Mootools Scrollable to scroll the image around easily?
Or are you more worried about downloading an image that size in one go?
how about using something like this:
http://www.zoomify.com/
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I'm developing in MAYA and looking for a good API to connect my models and to be able to control them programatically.
thanks.
hye oded, you can use MEL or python scripting for control objects and doing simple actions,
and you can use the c++ or Python via maya api to create complex tasks or heavy duty tasks, like creating deformers, expanding mel with new commands.
for resources in mel scripting i recommend "gnomon Mel fundemental" video tutor
and for the api i recommend "Complete Maya Programming" book
if you could do any scripting or api programming and you know some python,
you can easily program/script with python which is way easier than mel or c++
hope that will help you :D
There are a couple of apps for mel programming, but all they do is give you syntax coloring and maybe autocomplete. Nothing more advanced exists, which is just as well, because mel is just a terrible, terrible language: It really isnt good for anything other than quick hacks in Maya's script editor. You definitively should use Python.
You can use an external IDE, like Eclipse or WingIDE to control Maya, but it's tricky
http://www.wingware.com/doc/howtos/maya
Whether youll be doing Python scripting or API development, definitively have a look at PyMel, which is a vast improvment over Maya's native Pyhon implementation.
if you are on windows you can use PyScripter, to configure it you have to show autocomplete you have to follow these steps
Open Pyscripter for Python 2.6 if your python version in maya is 2.6.Click on Tools> Python Paths
Browse and add following path:('D:\Program Files (x86)\Autodesk\Maya2012\devkit\other\pymel\extras\completion\py')
if you are not able to add by step 2, you can manually add by
going to Tools > Edit Startup Scripts in python_init.py add the two lines
import sys
sys.path.append("D:\Program Files (x86)\Autodesk\Maya2012\devkit\other\pymel\extras\completion\py")
following above steps will give you ability to write in python and programmatically control you object inside maya.. externally from IDE... (this also give you the code autocomplete feature)
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I'm investigating the possiblity of creating PDF files from an embedded system, specifially an ARM9 using the IAR tools. Open-souce or licensing is fine - I'm finding it difficult to search for online, and I'm hoping someone here has used a package. C or C++ is preferred, we will be creating fairly simple reports with only a little text and graphics.
UPDATE: By searching SO, I did find PDFTron - anyone have any experience with it? Seems like it might do what we want.
!!!
(is this a webserver? Otherwise it seems like it would make more sense to spit out text files as reports and convert on a PC.)
No experience, but maybe libHaru ? Wikipedia has a list of PDF software.
Look at iText - I've used that before and it works well.
(It is Java-based, but you said "C or C++ is preferred", not required)
How large is the system you're targeting? If you can afford to run a Python interpreter and a copy of Inkscape (no X needed), there's a great toolchain available.
Last time I faced the kind of problem space you're in, I used Inkscape to render SVG to PDF in non-GUI mode, as follows:
inkscape --without-gui --export-pdf=foo.pdf foo.svg
...where the SVG is built using template substitution. (In doing this in the past, I used the Genshi template language for building the templates, which happens to interoperate wonderfully with Inkscape's GUI functionality -- Inkscape-the-GUI-SVG-editor doesn't remove tags in namespaces it doesn't recognize, so you can edit a SVG template in Inkscape even after marking it up to work as a Genshi template!)
My use case was automatic generation of cover pages for outgoing fax jobs; a complete set of scripts implementing this method for HylaFAX+ is available in the mailing list archive here.