 international.
Delivery is usually made within 7 business days. International delivery can sometimes last weeks. Delivery time is marked at the article.
Delivery charges will be calculated by weight and a basic price and and can vary by international delivery regions. During check out process you can see the total delivery costs for your order.
All prices are in CHF and are inclusive of VAT at the prevailing rate. For international delivery VAT will be left away during check process.
The goods are delivered against payment by payment in advance, Postfinance e-finance (only in Switzerland) and Paypal.
Complaints about defects or about incomplete or incorrect deliveries must be notified in writing, within 14 days from date of invoice.
We want our customers to be satisfied with their OUTDOORWERK products. However, we cannot accept returned goods without prior agreement. Goods returned for exchange or refund will only be accepted in unused, perfect condition and in the original packaging. Such goods must be returned within 8 days including a invoice copy or delivery receipt, at senders cost.
OUTDOORWERK products are covered by a guarantee that is valid for 2 years from date of invoice. There is no guarantee obligation if a fault or damage was caused by incorrect handling, maintenance, care or natural wear and tear. The purchaser should consult the relevant instructions and recommendations in the leaflet enclosed with the product. More information about the OUTDOORWERK guarantee you will find under guarantee on your website.
When handling our outdoor products a risk awareness of the customer must be provided. At any time there is a risk of injury by using a cutting tool, using fire can cause burn injuries or damage your equipment. The instructions for proper handling is given by the products manual. The OUTDOORWERK GmbH disclaims any liability that are caused by the use of our products.
Goods will remain the property of OUTDOORWERK until payment has been made in full.
Claims for compensation due to mistakes in illustrations, prices or texts, or due to late delivery, are strictly excluded. The color of the products displayed in the online shop may deviate from the actual product color.Let the Job Hunt Begin! Check out these five places to kick start your Engineer Job Hunt. 1.
Check out these five places to kick start your Engineer Job Hunt.
Within the automation industry some companies are HUGE! The likelihood that Procter & Gamble will have a position open in your field is actually pretty likely. That is of course if you are considering moving.
If you don’t know where to begin start by looking up companies with a high employee retention rate. This means they are treating their employees well enough that they don’t want to leave.
In our Job Hunter newsletter we consistently have postings from large companies like: ABB, Emerson, Endress & Hauser, Siemens and Honeywell.
If they are available why not take advantage of them? Some of our favorites include EngineerJobs.com, Engineering.com/jobs, IHireEngineering, and engineering.jobs.
The least high tech way but maybe one of the most effective is used correctly. Think about your network. Talk to people from school (classmates and professors), former coworkers or employees, or friends. Ask them if they know if their company is hiring. Walking into the interview and having a mutual acquaintance with the interviewer may seem like a strained connection. But in actuality it can be really helpful in building a certain level of trust right of the bat.
These sort of search engines hit the scene in the early 90s! They can be a totally viable place to start to look for your next job. I would say the only downside is sometimes the quality of the job postings can be iffy. But if you are unemployed and have the time to sort through the sea of posts I recommend taking a look.
Someone of the most popular include: Monster.com, Indeed.com, Glassdoor.com, and Dice.com.
LinkedIn can be helpful in two important ways. The first is actually finding the job posting via linkedin. The second is building or maintaining connections in your network. LinkedIn as a platform is centered around professionals and employment.
Want to impress your next boss? Be up to date on the latest devices. Check out our device directory here.To intensify War and Strife in Darksiders: Genesis, you will need to find five pieces of the incomprehensible Abyssal Armor. Below we tell where they are.
During the passage of Darksiders: Genesis, exploring the Abyss, you can notice the Trickster door with several stones. Below we will tell you how to open it.Agenda 21 recommends that an inventory of existing international or regional clearing-houses or information exchange systems should be undertaken by the relevant United Nations bodies. Their existing structure should be strengthened and improved when necessary. If necessary, additional information systems should be developed in order to fill gaps identified in this international network.Shopping by importer - thoughts?

I was having a chat with a friend and we were discussing shopping by importer. I mentioned that if I don't know anything about the bottle but I like the importer and the bottle interests me, I'll happily give it a chance. They mentioned they don't agree with that approach because it doesn't tell me anything about the wine. 

While that's true of course, I am of the opinion that if you are familiar enough with their portfolio, and you usually like what you get, there's a solid chance you'd like the wine. 

I typically do this with Louis/Dresner, Kermit Lynch, Missing Link, Rosenthal, etc.Q: What's the correct way to draw a distorted plane in OpenGL? I've tryed to distort a plane using GL_QUADS, GL_TRIANGLES and GL_POLYGON:
glBegin(GL_QUADS);
for (int i = 0; i < squareIn.size(); i++) {
    glNormal3f(0,0,1);
    glTexCoord2f(squareIn[i]->v1->x,squareIn[i]->v1->y);
    glVertex2f(squareOut[i]->v1->x,squareOut[i]->v1->y);
    glTexCoord2f(squareIn[i]->v2->x,squareIn[i]->v2->y);
    glVertex2f(squareOut[i]->v2->x,squareOut[i]->v2->y);
    glTexCoord2f(squareIn[i]->v3->x,squareIn[i]->v3->y);
    glVertex2f(squareOut[i]->v3->x,squareOut[i]->v3->y);
    glTexCoord2f(squareIn[i]->v4->x,squareIn[i]->v4->y);
    glVertex2f(squareOut[i]->v4->x,squareOut[i]->v4->y);
    glTexCoord2f(squareIn[i]->v1->x,squareIn[i]->v1->y);
    glVertex2f(squareOut[i]->v1->x,squareOut[i]->v1->y);
}
glEnd();

But all of them gives this result when I do a extreme distortion:

Expected result:

I saw two possible solutions right now, using glNormal or glMultMatrixf.
glNormal apparently look a elegant solution, while glMultMatrixf look complex.
But I can't find any code explaining how to calculate glNormals to texture a Plane.
Here's a good example using glMultMatrif.

A: I worked on a OpenFramworks code that subdived the image in parts, adapted from here:
//----------------------------------------- setup   
#define GRID_X 8
#define GRID_Y 8

float * compL = new float[GRID_Y];
float * compR = new float[GRID_Y];

memset(compL, 0, GRID_Y * sizeof(float));
memset(compR, 0, GRID_Y * sizeof(float));

ofPoint * grid = new ofPoint[GRID_X * GRID_Y];
ofPoint * coor = new ofPoint[GRID_X * GRID_Y];


int width = imageGrid.width;
int height = imageGrid.height;

ofPoint quad[4];
ofPoint utQuad[4];  

//----------------------------------------- update
quad[0].set(0,0,0);
quad[1].set(width,0,0);
quad[2].set(mouseX,mouseY,0);
quad[3].set(0,height,0);

utQuad[0].set(0,0,0);
utQuad[1].set(1,0,0);
utQuad[2].set(1,1,0);
utQuad[3].set(0,1,0);

int gridSizeX = GRID_X;
int gridSizeY = GRID_Y;

float xRes = 1.0/(gridSizeX-1);
float yRes = 1.0/(gridSizeY-1);

for(int y = 0; y < gridSizeY; y++){
    for(int x = 0; x < gridSizeX; x++){

        int index = y*grid