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Figure 16-14. A skybox of red Rs A skybox of transparent R images may seem a bit strange. The R was chosen because of its lack of symmetry it looks quite different if it s rotated or reflected. This makes it a good choice when the orientation of a texture needs to be checked. The transparent parts of the R also have a purpose: they allow you to see what s behind the texture, a useful debugging feature for a skybox. To further aid the visual checking of the texture orientation and placement, the scene s background color is altered from its default pitch-black to blue using GL.glClearColor() in initRender(): gl.glClearColor(0.17f, 0.65f, 0.92f, 0.0f); Figure 16-14 clearly shows that the wall textures are orientated so they face inward, since the user will be looking at them from inside the scene. This means that the texture coordinates must be supplied in a clockwise order. Figure 16-15 shows the ordering of the coordinates for the front face of the skybox.

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Crystal Reports barcode Code 128 with C# - Stack Overflow
The thing about Code128 is that you can not just use a font and go for it (like it's the case for CODE39 for example). Why? You need to add ...

How do we render the geometry that we have loaded in our games The answer, as you might hope, is fairly straightforward, though there are some complexities that we will have to deal with. The Model object ultimately contains a series of VertexBuffer and IndexBuffer objects, and these are what we will be using to draw the object to the screen. Unlike the simple cube example from the last chapter, however, it is very possible that the model will consist of multiple sets of triangles that all need to be drawn together to form the complete object. For this reason, the model object contains a hierarchy of collections, as shown in Figure 8 5, which must be navigated in order to obtain the vertex data to be drawn.

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Crystal Reports barcode Code 128 with C# - Stack Overflow
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The ref_or_null access type is used in an identical fashion to the ref access type, but when the key can contain NULL values and a WHERE expression indicates an OR key_column IS NULL condition. Listing 7-27 shows an example of the ref_or_null access strategy used when doing a WHERE on Category.parent_id, which can contain NULLs for root categories. Here, we ve used a USE INDEX hint to force MySQL to use the ref_or_null access pattern. If we did not do this, MySQL would choose to perform the access strategy differently, because there are other, more efficient ways of processing this SELECT statement. You ll learn more about USE INDEX and other hints in the Join Hints section later in this chapter. Listing 7-27. Example of the ref_or_null Access Type mysql> EXPLAIN -> SELECT * -> FROM Product p -> INNER JOIN Product2Category p2c -> ON p.product_id = p2c.category_id -> INNER JOIN Category c USE INDEX (parent_id) -> ON p2c.category_id = c.category_id -> WHERE c.parent_id = 2 -> OR c.parent_id IS NULL \G *************************** 1. row *************************** id: 1 select_type: SIMPLE table: c type: ref_or_null possible_keys: parent_id key: parent_id key_len: 5 ref: const rows: 2 Extra: Using where *************************** 2. row *************************** id: 1 select_type: SIMPLE table: p type: eq_ref possible_keys: PRIMARY key: PRIMARY key_len: 4 ref: ToyStore.c.category_id rows: 2 Extra: *************************** 3. row *************************** id: 1 select_type: SIMPLE table: p2c

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Multiple copies of the texture are drawn by mapping the physical coordinates to texture coordinates larger than 1 in the s- and/or t- directions. The (s, t) texture coordinates for the front wall are shown after the slash marks(/) in Figure 16-15. It s also necessary to switch on texture repetition in loadTextures(): starsTex.setTexParameteri(GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT); starsTex.setTexParameteri(GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT); drawStars() creates the skybox: private void drawStars() { gl.glDisable(GL.GL_LIGHTING); // enable texturing and choose the 'stars' texture gl.glEnable(GL.GL_TEXTURE_2D); starsTex.bind(); TextureCoords tc = starsTex.getImageTexCoords(); float lf = tc.left(); float r = tc.right(); float b = tc.bottom(); float t = tc.top(); // replace the quad colors with the texture gl.glTexEnvf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE); gl.glBegin(GL.GL_QUADS); // back wall int edge = FLOOR_LEN/2; gl.glTexCoord2f(lf, b); gl.glVertex3i(-edge, gl.glTexCoord2f(2*r, b); gl.glVertex3i(edge, gl.glTexCoord2f(2*r, t); gl.glVertex3i(edge, gl.glTexCoord2f(lf, t); gl.glVertex3i(-edge,

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This tutorial shows how to add Code 128 B barcodes to your Crystal Reports. See the video or simply follow the steps below. Crystal Reports Code 128 Video​ ...

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