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The list of exceptions that will cause a rollback but would not otherwise (for example, checked exceptions that should force a rollback). Performs the same function as the rollbackFor property but specifies the class name as a String instead of providing an instance of the Class object. This is more verbose and more error prone, so it holds little value and I do not recommend using it. A transactional method that does not complete after the specified number of seconds will be rolled back automatically. A value of 1 represents no time-out. The default will depend on the underlying transaction manager.

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POSITION; TEXCOORD0; TANGENT; BINORMAL; NORMAL;

Next, define which information the vertex shader should generate for each vertex. This is defined by what your pixel shader will need. The final pixel shader will need the coordinates of the six textures used, which would require six float2 objects. However, since the GPU does all the processing in tuples of four, you can gain better performance by storing two float2 objects together in a float4 object, resulting in three float4 objects. Your pixel shader will need the view vector, the two lighting vectors (all the vectors are in the tangent space), and the normal to perform correct lighting calculations. The rasterizer stage between your vertex shader and pixel shader needs the 2D position of the vertex (as explained in 9): struct v2f { float4 float4 float4 float4 float3 float3 float3 float3 };

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These parameters give us fine-grained control over the transactional behavior. Although the annotations can be applied to interfaces, interface methods, classes, or class methods, you should apply them to the concrete implementations only. Annotations are not inherited, so if you annotate interfaces, the behavior will depend on the precise type of proxy being used. Annotation of concrete implementations (classes) only is recommended because the behavior is then unambiguous.

POSITION; TEXCOORD0; TEXCOORD1; TEXCOORD2; TEXCOORD4; TEXCOORD5; TEXCOORD6; TEXCOORD7;

If you are not able to use Java 5 enhancements in your application, you can configure beans to achieve the same effect without annotations. Listing 5-10 shows the XML-based configuration, which is equivalent to the single line of configuration (shown in Listing 5-8) that was necessary to declare the use of annotation-based transactions.

The most basic and only required task of a vertex shader is to calculate the final 2D screen coordinate of every vertex. Whenever you re rendering a 3D scene, this calculation is done by transforming the 3D coordinate of the vertex by combining the world, view, and projection matrices: OUT.hposition = mul(IN.position, matWVP); // Vertex position in screen space

<tx:advice id="txAdvice" transaction-manager="txManager"> <tx:attributes> <tx:method name="*"/> </tx:attributes> </tx:advice>

Now you should calculate the view vector and the two lighting vectors and transform their coordinate to the tangent space (using the tangentSpace matrix). A vector from point A to point B is found by subtracting A from B. The view vector is the vector between the current vertex and the camera (found in the inverse view matrix). A light vector is the vector between the current vertex and the light position: float3 worldPosition = mul(IN.position, matW).xyz; OUT.eyeVec = matVI[3].xyz - worldPosition; OUT.lightVec1 = light1Position - worldPosition; OUT.lightVec2 = light2Position - worldPosition; Finally, calculate all the texture coordinates using the default texture coordinate of the surface and some tile factors. Each float4 object stores two texture coordinates, except for the last, which stores a texture coordinate and two zeros. OUT.uv1 2 = float4(IN.uv0 * uv1Tile, IN.uv0 * uv2Tile); OUT.uv3 4 = float4(IN.uv0 * uv3Tile, IN.uv0 * uv4Tile); OUT.uv5 6 = float4(IN.uv0, 0, 0); The complete vertex processing code follows: v2f TerrainVS(a2v IN) { v2f OUT; OUT.hposition = mul(IN.position, matWVP); OUT.normal = IN.normal; // Light vectors float3 worldPosition = mul(IN.position, matW).xyz; OUT.eyeVec = matVI[3].xyz - worldPosition; OUT.lightVec1 = light1Position - worldPosition; OUT.lightVec2 = light2Position - worldPosition; // Multitexturing OUT.uv1 2 = float4(IN.uv0 * uv1Tile, IN.uv0 * uv2Tile); OUT.uv3 4 = float4(IN.uv0 * uv3Tile, IN.uv0 * uv4Tile); OUT.uv5 6 = float4(IN.uv0, 0, 0); return OUT; }

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