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Yes in so far as the search engines look at things like file size, page load times, etc... But a large amount of images also give you several SEO advantages like img file names, alt tags, etc... The biggest thing you need to pay attention to though is that you don't use your keywords in your images, always make them text or your wasting your time, always optimize your images for the web, and pay attention to layout so your page is laid out in the following order usability/SEO layout/artistic design (which is different than good graphic design)
SEO layout is basically the SE only read the first 350-550 words on a page, so don't create a layout where a bunch of junk comes before your real content.
Hope these basics help
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Hello,
I need to render the mesh.It is given by set of its surfaces
each surface is presented by its vertexes(x,y,z)
The camera and light source has to be placed at the same place.
I use this code:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLdouble diam = m_allModels.getDiam();
GLdouble left = m_allModels.getCenter()[0] - diam;
GLdouble right = m_allModels.getCenter()[0] + diam;
GLdouble bottom = m_allModels.getCenter()[1] - diam;
GLdouble top = m_allModels.getCenter()[1] + diam;
glFrustum(left,right,bottom,top,diam,diam*3.5);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (0.0, 0.0,2*m_allModels.getDiam(),
m_allModels.getCenter()[0],m_allModels.getCenter()[1],m_allModels.getCenter()[2],
0.0, 1.0, 0.0);
GLfloat light_position[] = {0.0, 0.0,0.0, 1.0 };
GLfloat white_light[] = { 0.7, 0.3, 0.2, 1.0 };
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT1, GL_POSITION, light_position);
glLightfv(GL_LIGHT1, GL_DIFFUSE, white_light);
glEnable(GL_LIGHT1);
glShadeModel(GL_FLAT);
glEnable(GL_NORMALIZE);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
for(unsigned int modelIdx = 0;modelIdx < m_allModels.zise();++modelIdx)
{
model curModel = m_allModels.getModel(modelIdx);
for(unsigned int modelSurfIdx = 0;modelSurfIdx <curModel.surfNum();
++modelSurfIdx)
{
surface curSurf = curModel.getSurface(modelSurfIdx);
glLineWidth(2);
glBegin( GL_POLYGON );
glNormal3f(curSurf.getN_x(),curSurf.getN_y(),curSurf.getN_z());
for(unsigned int vertIdx = 0;vertIdx< curSurf.size();++vertIdx)
{
unsigned int curVertIdx = curSurf.getSurfVertices()[vertIdx];
vertex curVert = curModel.getVertex(curVertIdx);
glVertex3f((GLfloat)curVert.getX(),(GLfloat)curVert.getY(),(GLfloat)curVert.getZ());
}
glEnd();
}
}
And I get this
http://img17.imageshack.us/img17/1103/64347046.png[^]
And I don't understand why
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So what is it supposed to look like? Can't read minds, you know...
I'll take a wild guess and say that, as is often the case with 3rd party models, the winding direction of the polygons is probably inconsistent. If you want to see the entire model, either enable double-sided rendering, or run the model through PoseRay (or some other model cleaner) and fix the polygon winding.L u n a t i c F r i n g e
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it appears that your normals are flip flopped, at least that's what causes my some of my renders to go astray... I'd blame it on the Brain farts.. But lets be honest, it really is more like a Methane factory between my ears some days then it is anything else...
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If i have multiple child windows, each with it's own gl context, and I load up a texture with glGenTextures(), what's the correct way to go about being able to share the same texture with multiple contexts? Do I need to manually load in the image/texture for each context?
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I've never tried this so I can't answer from personal experience. There is just one short mention of this in the edition of the Red Book I have. It says that 'texture objects and display lists can be shared between contexts using wglShareLists'.
So I assume that a texture whose creation is wrapped in a display lists can be shared.L u n a t i c F r i n g e
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Thanks. I found something like that too, haven't got that working yet.
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I am new to ZedGraph and I tryied a lot of things, searched the internet etc. The problem is that I did not find yet how to plot a function with step or with a time constant, and how to plot a derivative function. Can someone please help me? Thank you.
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I would be interested to know why you did not think of looking here[^] first?
MVP 2010 - are they mad?
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Because I did and I didn't found anything? 
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I think it is not very likely that you will find more information here, rather than on the ZedGraph website.
However I did just discover this article[^], linked from the ZedGraph site. Try posting your question in the article forum so the author gets to see it.
MVP 2010 - are they mad?
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See, he's getting better results here!
Luc Pattyn [Forum Guidelines] [Why QA sucks] [My Articles]
I only read code that is properly formatted, adding PRE tags is the easiest way to obtain that. [The QA section does it automatically now, I hope we soon get it on regular forums as well]
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but still no concret info.
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I gave you two suggestions, did you try either of them? MVP 2010 - are they mad?
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Is it possible to pick points/edges/faces with the OpenGL API given a set of 2D coords? I know you can pick an "object", but can pick the individual components of the object? If not, anyone know of a good library that supports this or pointers on how to accomplish it?
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Sure. You can achieve the granularity you like by placement of 'names' - UINT identifiers. You can draw as much or as little as you like between calls to glLoadName ; if a rendered primitive is 'hit', it'll be identified by the name. No third party lib necessary - it's all built in. Check out Chap. 13 of the Red Book - 'Selection and Feedback'. (Well, it's Chap. 13 in the Third Ed., anyway. I think they're up to the 5th Ed. now.)
L u n a t i c F r i n g e
modified on Saturday, January 30, 2010 9:08 AM
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Thanks, I'll try that out.
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Hi ALL,
Whats the difference between Managed DirectX Apis and UnManaged DirectX Apis.Do they come with two different SDKs.One SDK as Managed DirectX SDK and as UnManaged DirectX SDK.
Thanking in advance,
Ashwath.
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Managed DirectX is the variety that compiles with a NET Framework language, (C#),...you must have the NET Framework installed on the executing machine for it to work (and, yes, the SDK libraries that your program links to
are different). From my experience, the Managed DirectX API functions have the same functions available as the COM DirectX (C++) version, but the syntax when writing code is slightly different.
If you GOOGLE the two terms, you will find an enormous amount of information available (API Reference and tutorials).
MSDN DirectX Developer Center[^]
Also, if you had bothered to look around here at CodeProject, you would have found An Enormous Number of Excellent DirectX Articles[^]
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To expand on the above response, I believe Managed DirectX is actually a managed wrapper around the COM API. I think you still need the unmanaged DirectX SDK installed to work with Managed DirectX.
One thing to keep in mind is Managed DirectX is no longer in active development, and only supports up to DirectX 9.0c. If you want to access any DirectX 10 or 11 features, I would suggest using SlimDX[^]. I think when you install the SlimDX SDK, it also installs the DirectX SDK components it uses, but I'm not sure.
Dybs
The shout of progress is not "Eureka!" it's "Strange... that's not what i expected". - peterchen
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dybs wrote: One thing to keep in mind is Managed DirectX is no longer in active development, and only supports up to DirectX 9.0c. If you want to access any DirectX 10 or 11 features, I would suggest using SlimDX[^].
So what's a problem in using Unmanaged DX? Work without managed wrapping. And if you want to access to DX 10 features, not essentially to install SlimDX, in DX SDK including libraries and samples that are necessary for DX 10 features.
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Hello,
How can i draw double dash line in gdi+ (preferably in c# ?)
It should look something like this -_-_-_-_-_ .
thanks,
berlus
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I think you'll have to draw two lines each with the different style that are parallel to each other. You could build a class to encapsulate the details.
You measure democracy by the freedom it gives its dissidents, not the freedom it gives its assimilated conformists.
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When I did this, I used either a Line drawing algorith(draw by pixel),
or draw by overlapping lines...
for a double line:
g.Drawline(new Pen(7, black),pA,pB);
g.Drawline(new Pen(3, white),pA,pB);
results in a double line
if you want it to be dashed...
g.Drawline(new Pen(7, black),pA,pB);
g.Drawline(new Pen(7, white),pA,pB-1x);
g.Drawline(new Pen(7, black),pA,pB-2x);
g.Drawline(new Pen(7, white),pA,pB-3x);
g.Drawline(new Pen(7, black),pA,pB-4x);
g.Drawline(new Pen(3, white),pA,pB);
--O.k. I know it isn't "Real Code" but that should give you the idea...I'd blame it on the Brain farts.. But lets be honest, it really is more like a Methane factory between my ears some days then it is anything else...
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Hi,
I use in my program GDI+, i.e. graphics::FillPolygon to draw an nonrectangular polygon with particular transparency. Tis works fine on screen and also to printers.
But now I need to export the results of my program to HPGL.
So far so good, I installed a HP driver, with interface to “file”.
The result is OK, but the filling isn’t OK at all. I see an rectangle over the min-max box of my polygon, filled with a solid color.
Is there anywhere a driver available, which can do that job?
If I check the driver’s option “use memory in computer” the result looks a little bit better, but all I get now is a big bitmap.
modified on Tuesday, January 5, 2010 9:51 AM
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