Category Archives: Phil

Phil 6.12.14

8:00 – 12:00, 2:00 – 5:00 SR

  • DB backups
  • The svn backups failed yesterday when my computer decided to reset the connection to the server. Trying again.
  • Add compute vertex normals to the pie chart – see if we can get rid of the flat shading artifacts.
  • Make a pieChartCanvas – done. Now moving the wedge creation parts into the canvas.
  • Read in XML configuration files for pie chart and network chart.

Progress for today:

pieChartTest

Phil 6.11.14

8:00 – 5:00 SR

  • Backups
  • Found some issues in the slides where PM Actuals are greater than Obligations. Lenny’s looking into what might be the issue. Possibly dates.
  • Meeting with Tim?
  • Charts!
    • Fixed the non-square bug. I was stepping values by the wrong side.
    • Now, that’s a nifty looking pie chart if I say so myself:

pieChartTest

Phil 6.10.14

8:00 – 4:00

  • Backups
  • Submitted Lenny as our sever security guy.
  • Charts!
    • Worked on calculating the pie chart geometry. Close, but the math only works for squares. Somewhere is a bug that has the radius and angle sides confused. Tomorrow…
  • ToDo:
    • Create a pie chart canvas
    • Better reflection map.
    • Look into tessellation as a way to create a curved surface, otherwise a grid who’s y-axis conforms to a hemisphere should be fine.
    • Better background
    • Add lighting for selected wedge
    • Start on XML description of chart data
    • Animated transitions for value changes. Remember that the arc perimeter will have to travel on polar coordinates

Phil 6.9.14

8:00 – 3:00 SR

  • DB backups
  • Updated the queries used for briefing slides
  • Charts!
    • Working on UV mapping for the extruded shapes. Actually, it turns out that for reflection maps, I just need surface normals. Which is great, since that makes complex or irregular shapes much more straightforward.
    • A simple pie chart.

Phil 6.4.14

8:00 – 5:00 SR

  • DB Backups
  • Working on fixing subproject privileges.
  • Got a single frame freeze/unfreeze mode working in charts. Now I need to calculate a better initial state. Done.
  • Starting to look at extruding chart components. Got some working, looking at different examples. Will try this next: http://threejs.org/examples/webgl_geometry_shapes.html
  • And on a side note, it looks like the GPU can be used for simulaiton: http://threejs.org/examples/#webgl_gpgpu_birds

Phil 5.30.14

8:00 – 5:00 SR

  • DB backups
  • Got outlook fixed
  • Server paperwork, with great success!
  • JavaScript
    • So JS doesn’t have static variables. I thought I’d be clever and use functions:
      • function _X(){return 0;);
    • Which works, but the performance hit was *terrible*. So don’t do this if you need speed.
    • More building of network chart.

Phil 5.29.14

8:00 – 6:00 SR

  • DB Backups
  • Deploy
  • JavaScript
    • Add dClock clamp so physics doesn’t go crazy (0.5?).
    • Change emmisive properties and add point light source for selected items. Done
    • Worked on tootips a bunch
    • Added brushing
    • Need to add global lights back in as an option

Phil 5.27.14

8:00 – 5:00

  • DB Backups
  • Deploying new RQ and FA
  • Working on the hours spreadsheet
  • JavaScript
    • Adding connecting lines that track target objects.
    • Added in forces. Everything appears to be working and the math is fast. Need to add anchor math. Nicely, if all the objects are in the same (z, in this case) plane, they form a saddle point that keeps everything in the plane.
    • Need to add anchor math tomorrow.

Phil 5.23.14

8:00 – 4:30 SR

  • Dong’s off today
  • DB Backups
  • JavaScript
    • Try adding object3d config argument to WebGLComponent that allows for custom objects and prevents the creation of the default cube. Done. Much cleaner, actually. Deleting a bunch of configurations. Done
    • Cleaned out the entire initModel() function from WebGLNetworkComponent.
    • Trying reflection maps in Ortho2 – works!
    • In the ortho2 view I am having some performance bottlenecking due to garbage collection I think. Looking at the chrome tools as a way of determining a good way to fix that. StackOverflow suggests this article: http://zetafleet.com/blog/google-chromes-heap-profiler-and-memory-timeline
    • Started to add physics capability to WebGLNetworkComponent from PhysicsShape.

Phil 5.22.14

8:00 – 5:00 SR

  • Traffic was terrible today. Wonder what happened.
  • DB Backups
  • Updated viztool hours.
  • JavaScript
    • Moving dprint entirely to the WebGLCanvas
    • Extending WebGLCanvas to WebGLNetworkCanvas. Interesting. It turns out that you have to have the path to the module declared in the YUI({/*declare path to parent info here*/}).use(/*but parent doesn’t have to be here*/, function(Y){});  section of the root page. Done.
    • Extending WebGLComponent to WebGLNetworkComponent – done!
    • Changed the typestring to be a read-only attribute.
    • After changing the shapes in the extended WebGLNetworkComponent to spheres, I discovered that the reflections had been getting rendered wrong. I went back to the source material and found this example, and reworked the canvas and component base classes. THis means that we don’t get intra-object reflections, but that should speed up performance anyway. Since the skybox is actually rendered now in another THREE.Scene, I can now render reflections independently of the skybox.
    • Needed to get rid of the “skinnable” part of the WebGLNetworkCanvas and the associated css files to make it so that the 3D scene could be rendered over the HTML image background.

Phil 5.21.14

8:00 – 5:00 SR

  • get a new libeay32.dll for the servers. Actually, I fixed it from a newer version of xampp that failed to install correctly. Since we’re not using Apache anyway, this is kind of pro-forma.
  • Deployed new FA
  • Worked up the viztool task hours. So far with 3 of the 16 tasks complete, we spend 20% on-site, 35% directed to tasks not on the list, and 45% on listed tasks. No hours from don on several days though (and no log on 5-15), so this is tentative.
  • WebGL
    • Integrating lines into WebGLComponent – done. Can’t make dashed lines though…
    • Looking at the YUI ShapeManager module from before, and I just realized that things would probably be better if it could extend the current WebGLCanvas. So I’m adding the private local variables to the prototype. Done