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Deliverance

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  1.   Unless the NDA clearly states that the agreement expires in such a situation, then it doesn't. An attacker could be lying about seeing the documents, for example.     Regarding your general question though - you're asking something very broad and which will vary from place to place. In theory, software companies that are negligent could be punished for it by some authority or other. In practice, software companies are negligent all the time and get away with it. And there are grey areas of what "publicly available" means - just how much effort must an attacker put in for it to be considered that the original developer was negligent?   Let's say I'm "more or less" talking a specific situation that happened.. I'm just trying to understand the situation better. The effort of the attacker was rather minimal, from what I've heard. The company seems to have gotten away, and the argument I've heard was: "everybody exposes data like this and it's common, because installing this kind of software - which from what I've understood was installed for learning reasons by A's developer - is a common thing". I'm not sure how common is that and to be honest , what got me upset about the whole story was a biased presentation that basically said: Company A didn't do anything wrong, they did a common thing, and the attacker is a very bad person , he should bear all the guilt.   
  2. I understand, let's further say company A doesn't notify company B of the breach and the attacker manages somehow to contact company B and tell them about what happened ("I saw you're data"), how can this be worse for A, than the original case ?
  3. Hey,   Say we have company A, that does software development for company B. An employee of company A, does some action that makes private and confidential data of company B,on company's A servers, publicly available, by negligence.   A curious attacker extracts that information and asks money from company A in exchange for not making it available.   Yet, a third company, company C, helps with consulting company A to resolve this scenario by catching the attacker. (working with police etc).   Companies A & C have an NDA signed, which, by my judgement, has been broken once the attacker has seen the documents.    The attacker might get a sentence from the judge, he asked money in exchange to give the data.   My question is: is the attacker the only one who should face the law in this case ?  
  4. I'm trying to display debug data in cocos2d-x using a Physics3DWorld object. I'm not getting anything on the screen and I'm not sure what's happening.  The debug drawer subclass of the physics world does issue render calls. I've created a test HelloWorld .cpp file here by working on the initial HelloWorldScene.cpp file: http://pastebin.com/sqSrZQ8C The model I'm using: https://dl.dropboxusercontent.com/u/23622577/cube.c3 If the error is not obvious I would be happy to see some working code snippet too, anything that would shed some light on this.
  5. Congratulations !! It looks pretty neat !
  6. OpenGL

    Yep :D
  7. OpenGL

    I've found the error. I was rendering with a depth function of GL_LESS, instead of GL_LEQUAL.  I was also not clearing the depth buffer and this caused the second draw of the blurring algorithm to fail because of the depth test.   Switching to GL_LEQUAL solved the problem. 
  8. OpenGL

    Thanks pcmaster. I was looking into that and I've also implemented the code using an array of textures and only switching indices, still it doesn't work.    The curious thing is that this code was written using classes and replaced this (working) code that did the exact thing. I'm gonna have to write a minimal complete example of doing a blur and start over if I don't find the error sometimes soon today. function blurShadowTexture() { GL.useProgram(SHADER_PROGRAM_BLUR); GL.bindFramebuffer(GL.FRAMEBUFFER, rttFramebufferSoft); GL.viewport(0.0, 0.0, SHADOW_MAP_WIDTH_SOFT, SHADOW_MAP_WIDTH_SOFT); for (i=0; i<16; i++) { GL.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, rttFloatTexture2, 0); GL.activeTexture(GL.TEXTURE0); GL.bindTexture(GL.TEXTURE_2D, rttFloatTexture); GL.uniform1i(GL.getUniformLocation(SHADER_PROGRAM_BLUR, "tex"), 0); var TRIANGLE_VERTEX = bufferScreenSpaceVertex; var TRIANGLE_TEXCOORD = bufferScreenSpaceTexcoords; GL.bindBuffer(GL.ARRAY_BUFFER, TRIANGLE_VERTEX); GL.vertexAttribPointer(_position_pt, 3, GL.FLOAT, false, 0, 0) ; GL.bindBuffer(GL.ARRAY_BUFFER, TRIANGLE_TEXCOORD); GL.vertexAttribPointer(_texcoord_pt, 2, GL.FLOAT, false, 0, 0) ; GL.drawArrays(GL.TRIANGLES, 0, 6); GL.bindTexture(GL.TEXTURE_2D, null); var rtt = rttFloatTexture; rttFloatTexture = rttFloatTexture2; rttFloatTexture2 = rtt; } GL.viewport(0.0, 0.0, CANVAS.width, CANVAS.height); GL.clearColor(0.5, 0.5, 0.5, 0.0); GL.bindFramebuffer(GL.FRAMEBUFFER, null); } 
  9. OpenGL

    Nothing comes up. The result of the blur is written in the second texture but the first texture ( rttFloatTexture ) remains unchanged during the loop, so the rttFloatTexture2 contains only 1 tap of blur so to speak.
  10. Hi guys, I'm trying to blur a depth texture acquired for variance shadow mapping using webgl and I only get the result of the firs blur tap inside a texture, the other stays the same as the original. I'm new to JavaScript and I'm wondering what am I missing. The complete method is the following. There are no errors from OpenGL. I'm enabling and disabling everything inside the for loop just to be sure there are no conflicts with resources owned by multiple objects.   function blurShadowTexture() { checkError(); shaderBlur.bind(); shaderBlur.enablePosition(); shaderBlur.enableUV(); shaderBlur.disableNormal(); checkError(); GL.bindFramebuffer(GL.FRAMEBUFFER, rttFramebufferSoft); GL.viewport(0.0, 0.0, SHADOW_MAP_WIDTH_SOFT, SHADOW_MAP_WIDTH_SOFT); GL.clear(0,0,0,0); var TRIANGLE_VERTEX = bufferScreenSpaceVertex; var TRIANGLE_TEXCOORD = bufferScreenSpaceTexcoords; GL.bindBuffer(GL.ARRAY_BUFFER, TRIANGLE_VERTEX); shaderBlur.setPositionAttrib(); GL.bindBuffer(GL.ARRAY_BUFFER, TRIANGLE_TEXCOORD); shaderBlur.setUVAttrib(); GL.activeTexture(GL.TEXTURE0); checkError(); var i = 0; for (i=0; i<10; i++) { shaderBlur.bind(); checkError(); GL.bindFramebuffer(GL.FRAMEBUFFER, rttFramebufferSoft); GL.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, rttFloatTexture2, 0); GL.bindTexture(GL.TEXTURE_2D, rttFloatTexture); shaderBlur.setTexTexture(0); GL.drawArrays(GL.TRIANGLES, 0, 6); var t = rttFloatTexture2; rttFloatTexture2 = rttFloatTexture; rttFloatTexture = t; GL.bindTexture(GL.TEXTURE_2D, null); GL.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, null, 0); GL.bindFramebuffer(GL.FRAMEBUFFER, null); GL.useProgram(null); } checkError(); shaderBlur.disableUV(); shaderBlur.disablePosition(); GL.bindFramebuffer(GL.FRAMEBUFFER, null); }
  11. I've found the problem. You're right, the rendering order was like this(only two objects in the scene): glColorMask(0, 0, 0, 0); draw object 1 glColorMask(1, 1, 1, 1); draw object 2 This caused that portions of object 2 (a floor basically) to not get drawn because of the already existing depth value from the first object (parts which were correctly in front of the second object) The solution was to change the drawing order like so:   draw object 2 glColorMask(0, 0, 0, 0); draw object 1 glColorMask(1, 1, 1, 1); This made the first object appear in full, the second object is completely off screen. After setting the depth buffer like this I was re - rendering object 1 with a points primitive effectively performing the removal of hidden points. Thanks again !
  12. Thanks Alex, you're right, guess the example wasn't the best one.  I actually have a weird case I don't understand where I do something like this and I get the model on screen shaded with the background's color.  GL.colorMask(0, 0, 0, 0); GL.drawArrays(GL.TRIANGLES, 0, geometryNode["vertexCount"]); GL.colorMask(1 ,1, 1, 1); What could be the issue ?
  13. Hi guys, I'm trying to do color masking inside webgl and it seems that the way webgl gets composited with the html causes some issues. I've downloaded the first lesson from learningwebgl.com and created an example. It can be run here:   https://dl.dropboxusercontent.com/u/23622577/webgl/Learning%20WebGL%20%E2%80%94%20lesson%201.html   The render function is the following: function drawScene() { gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); mat4.identity(mvMatrix); gl.colorMask(0,0,0,0); mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]); gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems); gl.colorMask(1,1,1,1); mat4.translate(mvMatrix, [1.5, 0.0, 0.0]); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); setMatrixUniforms(); gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems); } What basically happens is that the triangle, although color masked, still gets rendered with the color of the background (which is black) effectively clipping the square.  The expected output is a full square and the triangle to be rendered inside the depth buffer only.  What should I do ?
  14. This article goes through the math of computing the area coverage of a sphere. It can also be used to calculate a bounding rectangle of that sphere projected onto screen: http://www.iquilezles.org/www/articles/sphereproj/sphereproj.htm