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holimoli's Introduction

G'day, eh... I'm Armin!

I am an HPC/ARC Scientific Software Developer.

  • ๐Ÿ˜„ Pronouns: He/Him
  • ๐Ÿ”ญ Currently working on gol2p, g3p and sq3p
  • โค๏ธ Coffee, Cooking, Swimming, Music, Movies
  • ๐ŸŽฎ XBox

๐Ÿ‘‹ About me

holimoli's People

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holimoli's Issues

Refactoring initial transformation of the molecule

  • finding a scaling factor to fit molecule in a box with dimensions of 1m x 1m x 1m and storing it in a member variable named m_scaling
  • adding m_scaling to m_modelConstantBufferData
  • superimposing longest axis of the molecule on y axis
  • removing m_scaling from m_modelConstantBufferData once it is incorporated into modelTranform#9
  • adding normalsToWorld matrix to ModelConstantBuffer structure for calculating normals without scaling

Playing click sound for anchoring molecule

  • making WaveBank file containing at least clicking sound using XWBTool and putting in Assets
  • updating HoliMoliMain.h and HoliMoliMain.cpp to intialize a WaveBank instance and play the click sound before calling PositionHologram() function

Activating voice commands

  • reacting to 'bigger' and 'smaller' commands by making the molecule bigger or smaller
  • reacting to 'closer' and 'farther' commands by placing the molecule closer or farther
  • reacting to 'faster' and 'slower' commands by rotating the molecule faster or slower
  • handling degradation in voice quality
  • reacting to 'reset' by setting all the above parameters to initial values
  • handling DeviceLost and DeviceRestored signals to have voice commands working after being suspended

HoliMoli logo

  • development of HoliMoli logo as an SVG file and adding to Assets folder
  • replacing StoreLogo.png with the new one
  • replacing LockScreenLogo.scale-200.png with the new one
  • replacing Square44x44Logo.scale-200.png with the new one
  • replacing Square44x44Logo.targetsize-24_altform-unplated.png with the new one
  • replacing Square150x150Logo.scale-200.png with the new one
  • replacing SplashScreen.scale-200.png with the new one
  • replacing Wide310x150Logo.scale-200.png with the new one
  • making a folder named Templates under Assets and transfer all .psd templates and .svg to it
  • adding all the assets built by action script
  • making a web version of the logo with black outline around white objects
  • putting logo in the README.md

Error X3703 'main': vs_2_0 does not support minimum-precision data

Hi, I tried to compile and run HoliMoli using VS2015 Enterprise Update 3 with what I believe are all up to date stuff for HoloLens development but got this in the Error List window.

Error X3703 'main': vs_2_0 does not support minimum-precision data

When I clicked on the error, it points to this line (line 27) in the file SimpleLightingPixelShader.hlsl

min16float4 main(PixelShaderInput input) : SV_TARGET

Rendering atoms using actual vdW radii

  • adding vdWRadii.h and vdWRadii.ipp
  • adding vdw as a float to VertexPositionColor and rename it to VertexPositionColorVdw
  • updating HullShader.hlsl and SpinningMoleculeRenderer to use vdw

Adding dependencies as submodules

  • adding Maral as a submodule in the HoliMoli/Dependencies folder
  • adding relative path of Maral to Include Directories of project
  • adding Boost as a NuGet package
  • checking a short Maral code
  • adding DirectX Tool Kit DirectXTK as a submoldule in the HoliMoli/Dependencies folder

Adding support for spatial mapping

  • adding RealtimeSurfaceMeshRenderer.h, RealtimeSurfaceMeshRenderer.cpp, SurfaceMesh.h, SurfaceMesh.cpp, SurfaceVPRTVertexShader.hlsl, SurfaceVertexShader.hlsl and GetDataFromIBuffer.h files
  • updating package.appxmanifest to allow spatial mapping capability
  • updating HoliMoliMain.h and HoliMoliMain.cpp to use spatial mapping

Rendering a CPK representation of the molecule read from the PDB site

  • renaming SpinningCubeRenderer class to SpinningMoleculeRenderer, including filename
  • adding hull shader
  • adding domain shader
  • putting atomic coordinates and colors read from the PDB file into vertex buffer
  • changing the default front face culling to D3D11_CULL_NONE for correct rendering
  • deploying a dynamic tessellation factor in the hull shader: YouTube video

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