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SELECT | |
t.name AS TableName, | |
i.name as indexName, | |
sum(p.rows) as RowCounts, | |
sum(a.total_pages) as TotalPages, | |
sum(a.used_pages) as UsedPages, | |
sum(a.data_pages) as DataPages, | |
(sum(a.total_pages) * 8) / 1024 as TotalSpaceMB, | |
(sum(a.used_pages) * 8) / 1024 as UsedSpaceMB, | |
(sum(a.data_pages) * 8) / 1024 as DataSpaceMB |
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<Page xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"> | |
<Page.Resources> | |
<ResourceDictionary> | |
<!-- Normal Brush --> | |
<LinearGradientBrush x:Key="NormalBrush" StartPoint="0,0" EndPoint="0,1"> | |
<GradientBrush.GradientStops> | |
<GradientStopCollection> | |
<GradientStop Offset="0.0" Color="#FFF"/> | |
<GradientStop Offset="1.0" Color="#CCC"/> |
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## Weird GIT problems | |
## Epic amounts of debug command spew | |
#set -x | |
## Set text of Prompt. | |
#export PS1='$(pwd)>' | |
# Neil's Bash Stuff | |
# Collection of bash script stuff from various places. |
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void Tess3D::MakeTeapot(void) | |
{ | |
for (int i = 0; i < 10; i++) | |
{ | |
for (int j = 0; j < 16; j++) | |
{ | |
meshData.vindex.push_back(TeapotPatches[i].indices[j]); | |
} |
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struct TeapotPatch | |
{ | |
bool mirrorZ; | |
int indices[16]; | |
}; | |
// Static data array defines the bezier patches that make up the teapot. | |
const TeapotPatch TeapotPatches[] = | |
{ |
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#version 400 | |
layout( location = 0 ) out vec4 frag_main; | |
struct PointLight{ | |
vec3 position; | |
vec3 ambient; | |
vec3 diffuse; | |
vec3 specular; | |
float shininess; | |
float intensity; | |
}; |
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#version 400 | |
layout (location = 0) in vec3 attribPosition; | |
layout (location = 1) in vec3 attribNormal; | |
layout (location = 2) in vec2 attribTexCoord; | |
layout (location = 3) in vec3 attribTangent; | |
layout (location = 3) in vec3 attribBinormal; | |
uniform mat4 mvp; | |
uniform mat4 mvm; | |
uniform mat3 nm; |
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///////////////////////////////////////////////////////////////////////////////////////// | |
// OpenGL4 Vertex Shader | |
#version 400 | |
layout (location = 0) in vec3 a_pos; | |
layout (location = 1) in vec3 a_nor; | |
layout (location = 2) in vec3 a_uvs; | |
layout (location = 3) in vec3 a_tan; | |
layout (location = 4) in vec3 a_bin; | |
uniform mat4 Projection; |
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auto t1 = Clock::now(); | |
app->update(0); | |
app->display(); | |
auto t2 = Clock::now(); | |
auto tt = (t2-t1); | |
elapsed = (float)tt.count()/1000000.0f; | |
app->fpsUpdate(elapsed); |
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#include "UIWindow.h" | |
UIWindow::UIWindow(int x, int y, int width, int height,string fontName): | |
x(x),y(y),height(height),width(width)//,titleFontName(fontName) | |
{ | |
this->myType = Utils::UI_WINDOW; | |
//build window | |
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