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  • Fried graphics card, how to proceed ?

    - by user19496
    Motherboard: Biostar TPower I45 I fried my graphics card (white smoke), by removing the cable marked PCI-E from the card, and then booting. Removed the graphics card, and now the machine is booting, and I can ping it. However I have no possibility to see what is actually happening, because I can't attach a monitor. Can I workaround the lack of monitor in some way, just to see if the motherboard is fine, attach a cable and telnet in or any other way ? Or, do I have to buy and install a new graphics card to be sure ?

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  • Linux Programs for pulling measurements from graphics

    - by Zack
    As a front-end developer, I'm often given graphics of web sites and told pretty much, "Make it work." I've recently started working on Linux 100% of the time and was wondering if there's any programs out there that're good for "digesting" graphics. All I do, pretty much, is draw little selection boxes and takes notes on their dimensions; I also slice out a piece of the graphic (i.e. copy out just the part of the graphic I need for to make the same effect in CSS). Before now I've been very happy with Fireworks, but I need something for Linux, any suggestions? As a note, I mainly deal with pixel based graphics, so the program being vector based isn't a necessity.

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  • Upgrade the Graphics Card for a Dell Dimension 3100

    - by Pat Foran
    Hi, I have a Dell Dimension 3100 Desktop with a 128MB Graphics Card Integrated into the Mother Board. I need to upgrade this 128MB to at least 256MB or 512MB if the system will support same. I am told by Dell that all I have is a PCIx1 slot and that they do not stock a Graphics Card for this. I was told to shop around at Amazon and ebay etc and I would find one there. I have shopped around for some time now and do not know exactly what I am looking for. There are several PCI Graphics Card out there but which one would be the correct one for a Dell Dimension 3100. Can you help me resolve this problem. If you know of a PCIx1 card that will sort out my problem you might please let me have all the details for to purchase it. Regards, Pat,

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  • Windows Experience Index Dropped After Adding Dedicated Graphics Card

    - by Ludo
    I purchased a new PC with a Gigabye Z68X-UD3H-B3. I had a Radeon HD 5450 graphics card spare, so I've added that instead of using the onboard graphics as I just presumed it would be better. But, my windows experience index has gone down. From 5.4 to 5. Dekstop Performance has dropped from 5.4 to 5, although gaming graphics has gone up from 5.9 to 6.2. I'm not actually going to be using the machine for gaming, just audio production, but I added the card as I'll possibly be doing video editing in future too. Why would this be? Can I trust windows experience index scores? Or is it possible the onboard stuff is just better for general desktop stuff? Thanks! Ludo.

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  • Integrated Graphics and Audio as Media Center?

    - by Will
    I'm considering setting up a PC as a Media Center. Mainly to watch movies (ideally HD quality) and listening to music, but also to perform tasks like e-mail, web browsing, ... I quite like the looks and the price of this barebone: http://www.asus.de/Barebone_PC/S_Series_7L/S2P8H61E However it comes with integrated graphics and audio and only has one free PCI-Express slot. Which would mean in the worst case, where both integrated graphics and audio turn out to be insufficient, I could only upgrade one. So is integrated graphics and audio sufficient for a media center solution? Cheers, Will

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  • Multiple Graphics cards - Non Multi-Display Setup

    - by Alan Thomas
    Is it possible for me to utilize the processing capabilities of multiple graphics cards, even if I'm only using one monitor? I recently bought a new AMD graphics card, fairly top of the line. I also have a two year old, decent nVidia card. They're obviously very different cards. I don't really mind for gaming because my current card can handle most games fine by itself. I'm concerned about video editing programs such as Adobe Premiere and After Effects. Would the system be able to utilize the power of both cards to, say, render a video? I have both drivers still installed on my machine. And because there is only one monitor connected to my current graphics card (AMD) the nVidia would be connected to no display. So I am wondering whether it would or could be utilized in some way to help in processing video. Thanks!

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  • va_getDriverName() failed with unknown

    - by MIkCode
    i upgraded to 14.04 and afterwards i got an issue with cpu usage when playing HD. I checked the vainfo and this what i got back ibva info: VA-API version 0.35.0 libva info: va_getDriverName() returns -1 libva error: va_getDriverName() failed with unknown libva error,driver_name=(null) vaInitialize failed with error code -1 (unknown libva error),exit I re install the driver sudo apt-get --reinstall install i965-va-driver but i steel got the same error. Any thoghts

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  • OpenGL or OpenGL ES

    - by zxspectrum
    What should I learn? OpenGL 4.1 or OpenGL ES 2.0? I will be developing desktop applications using Qt but I may start developing mobile applications in a few months, too. I don't know anything about 3D, 3D math, etc and I'd rather spend 100 bucks in a good book than 1 week digging websites and going through trial and error. One problem I see with OpenGL 4.1 is as far as I know there is no book yet (the most recent ones are for OpenGL 3.3 or 4.0), while there are books on OpenGL ES 2.0. On the other hand, from my naive point of view, OpenGL 4.1 seems like OpenGL ES 2.0 + additions, so it looks like it would be easier/better to first learn OpenGL ES 2.0, then go for the shader language, etc Please, don't tell me to use NeHe (it's generally agreed it's full of bad/old practices), the Durian tutorial, etc. Thanks

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  • Super Computer Built from Raspberry Pi Boards and LEGO Bricks

    - by Jason Fitzpatrick
    It was only a matter of time before someone chained together dozens of Raspberry Pi boards into a serviceable super computer; read on to see how a team of Southampton scientists built a 64-core machine using them. Image courtesy of Simon Cox and the University of Southampton. From the University of South Hampton press release: Professor Cox comments: “As soon as we were able to source sufficient Raspberry Pi computers we wanted to see if it was possible to link them together into a supercomputer. We installed and built all of the necessary software on the Pi starting from a standard Debian Wheezy system image and we have published a guide so you can build your own supercomputer.” The racking was built using Lego with a design developed by Simon and James, who has also been testing the Raspberry Pi by programming it using free computer programming software Python and Scratch over the summer. The machine, named “Iridis-Pi” after the University’s Iridis supercomputer, runs off a single 13 Amp mains socket and uses MPI (Message Passing Interface) to communicate between nodes using Ethernet. The whole system cost under £2,500 (excluding switches) and has a total of 64 processors and 1Tb of memory (16Gb SD cards for each Raspberry Pi). Professor Cox uses the free plug-in ‘Python Tools for Visual Studio’ to develop code for the Raspberry Pi. How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • Issue with distinguishing levels in isometric game

    - by Konrad
    I'm working on an isometric game however I am having trouble visually distinguishing between levels in the game. Take the example below, the first image shows concrete blocks at ground level and the following images show an attempt to build a few blocks a level above. As you can see the level above is visually swallowed the one below. I've tried shading to make lower levels darker with respect to camera, but this doesn't work that well.. any ideas?

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  • What is the correct way to install ATI Catalyst Video Drivers?

    - by Stephen Myall
    I am planning on doing a fresh install of 12.04 LTS and want to know what is the correct way to install ATI Catalyst Video Drivers in 12.04 LTS? In a previous AU question relating to 11.10 (here) NOT 12.04 the accepted response stated that ia32-libs was a dependency (even for 64bit machines). I studied other Q&A on AU and the reason for asking this specific question is that I wasn't sure about some of the dependencies needed. I was also receiving conflicting advice on other reputable websites which put doubts in my mind on what the correct approach was.

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  • Is it possible to extract textures or sprites from compiled game files?

    - by Brian Reindel
    For instance, every map in Portal has what appear to be sprites over a texture indicating the obstacles you'll face (see screenshot). Are these resources compiled into the source as byte code, or is it possible to extract them from installation files? Obviously I understand copyright implications, and I am only interested in using it for a recreational project. Instead of recreating them, I wonder if they can be extracted.

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  • Scaling Down Pixel Art?

    - by Michael Stum
    There's plenty of algorithms to scale up pixel art (I prefer hqx personally), but are there any notable algorithms to scale it down? In my case, the game is designed to run at 1280x720, but if someone plays at a lower resolution I want it to still look good. Most Pixel Art discussions center around 320x200 or 640x480 and upscaling for use in console emulators, but I wonder how modern 2D games like the Monkey Island Remake look good on lower resolutions? (Ignoring the options of having multiple versions of assets (essentially, mipmapping))

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  • What is the correct way to install ATI Catalyst Video Drivers in 12.04 LTS?

    - by Stephen Myall
    I am planning on doing a fresh install of 12.04 LTS next weekend (I am currently on Beta) and want to know what is the correct way to install ATI Catalyst Video Drivers in 12.04 LTS? I have been reviewing all the Q&A on AU and the reason for asking this specific question is that I maybe be missing some dependencies from my planned coding. In a previous AU question relating to 11.10 (here) NOT 12.04 the accepted response stated that this was a dependency. sudo apt-get install ia32-libs I was also receiving conflicting advice on other websites which put doubts on what the correct approach was.

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  • How can I make the camera return to the beginning of the terrain when it reaches the end?

    - by wbaccari
    How can I make the camera return to the beginning of the terrain when it reaches the end? I tried using the ICameraSceneNode*-setPosition(). if (camera->getPosition().X>1200.f) camera->setPosition(vector3df(1.f,1550.f,camera->getPosition().Z)); if (camera->getPosition().X<0.f) camera->setPosition(vector3df(1199.f,1550.f,camera->getPosition().Z)); if (camera->getPosition().Z>1200.f) camera->setPosition(vector3df(camera->getPosition().X,1550.f,1.f)); if (camera->getPosition().Z<0.f) camera->setPosition(vector3df(camera->getPosition().X,1550.f,1199.f)); It seems to work fine with a flat terrain (one shade of grey in heightmap) but it starts to produce a strange behavior as soon as i try to add some hills. Edit: The setPosition() call seems to perform a translation of the camera toward the new position, therefore the camera stops at the first obstacle it encounters on its way.

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  • Difference between the terms Material & Effect

    - by codey
    I'm making an effect system right now (I think, because it may be a material system... or both!). The effects system follows the common (e.g. COLLADA, DirectX) effect framework abstraction of Effects have Techniques, Techniques have Passes, Passes have States & Shader Programs. An effect, according to COLLADA, defines the equations necessary for the visual appearance of geometry and screen-space image processing. Keeping with the abstraction, effects contain techniques. Each effect can contain one or many techniques (i.e. ways to generate the effect), each of which describes a different method for rendering that effect. The technique could be relate to quality (e.g. high precision, high LOD, etc.), or in-game-situation (e.g. night/day, power-up-mode, etc.). Techniques hold a description of the textures, samplers, shaders, parameters, & passes necessary for rendering this effect using one method. Some algorithms require several passes to render the effect. Pipeline descriptions are broken into an ordered collection of Pass objects. A pass provides a static declaration of all the render states, shaders, & settings for "one rendering pipeline" (i.e. one pass). Meshes usually contain a series of materials that define the model. According to the COLLADA spec (again), a material instantiates an effect, fills its parameters with values, & selects a technique. But I see material defined differently in other places, such as just the Lambert, Blinn, Phong "material types/shaded surfaces", or as Metal, Plastic, Wood, etc. In game dev forums, people often talk about implementing a "material/effect system". Is the material not an instance of an effect? Ergo, if I had effect objects, stored in a collection, & each effect instance object with there own parameter setting, then there is no need for the concept of a material... Or am I interpreting it wrong? Please help by contributing your interpretations as I want to be clear on a distinction (if any), & don't want to miss out on the concept of a material if it should be implemented to follow the abstraction of the DirectX FX framework & COLLADA definitions closely.

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  • Can't get Optimus to work with Ironhide on an Asus N53SN

    - by Musaab
    I installed Ubuntu 11.10 (Same issue in 11.04 btw) and then I installed Ironhide. I went through the configuration, chose the one with the highest confirmation for my system and tested it: > Error: Module nvidia does not exist in /proc/modules > P50 Disabling nVidia Card Succeded (the spelling error is theirs) And it changes nothing. I tried other configurations and got worse results. This has really become a major headache. Any solutions?

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  • OpenGL setup on Windows

    - by kevin james
    I have been trying to use OpenGL for two days now. First on Mac, then on Windows. The problem with Mac is that it doesn't support the newer versions of OpenGL. I ran a tutorial that actually did get some things working, but it only works in XCode (i.e., I can't create a new file, paste in the same code, and get it to work). Because of these issues, I moved to Windows. My Windows 7 has OpenGL 4.3, which is the same that is used in alot of other tutorials. However, not one of these tutorials gives any instruction on how to set it up for the first time. I have come across some vague posts saying that some libraries need to be linked. But WHAT libraries, and HOW do I link them? Please help. I am pretty desperate to set this up as this project is due for work soon. I have actually used OpenGL before at my university, but the computers already had everything set up. The project itself is very easy, but setting up OpenGL is not something I know how to do.

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  • OpenGL ES 1 Pixel Error?

    - by Beginner001
    I am developing a game on android using OpenGL ES 1.0 for Android OS. It is a 2d game using a simple Orthographic projection and textures for the sprites. One of these textures has a small line (it looks like 1 pixel) all the way across the top that has the same colors as the bottom 1-pixel line of the texture. It is almost as if the bottom line of the image raster was copied and pasted as the top line as well. Is anyone familiar with this type of error? What could the problem be?

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance.

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  • How to add display resolution fo an LCD in Ubuntu 12.04? xrandr problem

    - by SeregaI
    I am fresh for Ubuntu and Linux in general. I have installed Ubuntu 12.04 and stuck trying to setup correct resolution for my LCD display. The native resolution for the LCD is 1920x1080 here is the output from xrandr: $xrandr Screen 0: minimum 320 x 200, current 1280 x 720, maximum 4096 x 4096 LVDS1 connected 1280x720+0+0 (normal left inverted right x axis y axis) 0mm x 0mm 1280x720 60.0*+ 800x600 60.3 56.2 640x480 59.9 VGA1 disconnected (normal left inverted right x axis y axis) Then I create new modeline: $ cvt 1920 1080 60 1920x1080 59.96 Hz (CVT 2.07M9) hsync: 67.16 kHz; pclk: 173.00 MHz Modeline "1920x1080_60.00" 173.00 1920 2048 2248 2576 1080 1083 1088 1120 -hsync +vsync So far so good. then I create new mode using xrandr: $ xrandr --newmode "1920x1080_60.00" 173.00 1920 2048 2248 2576 1080 1083 1088 1120 -hsync +vsync But for some reason that new mode was created for VGA (VGA1) output instead of LCD output (LVDS1): $ xrandr Screen 0: minimum 320 x 200, current 1280 x 720, maximum 4096 x 4096 LVDS1 connected 1280x720+0+0 (normal left inverted right x axis y axis) 0mm x 0mm 1280x720 60.0*+ 800x600 60.3 56.2 640x480 59.9 VGA1 disconnected (normal left inverted right x axis y axis) 1920x1080_60.00 (0xbc) 173.0MHz <---------- ????!!!!!! h: width 1920 start 2048 end 2248 total 2576 skew 0 clock 67.2KHz v: height 1080 start 1083 end 1088 total 1120 clock 60.0Hz So, if I try to add mode to LVDS1, I get an error: $ xrandr --addmode LVDS1 "1920x1080_60.00" X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 149 (RANDR) Minor opcode of failed request: 18 (RRAddOutputMode) Serial number of failed request: 25 Current serial number in output stream: 26 Adding that new mode to VGA1 works fine, but I don't use that VGA1 output.

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance. EDIT: 1. I don't have normals of objects. 2. Object can be concave. 3. I can't use shaders(see below why).

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  • Grpahic hardwares

    - by Vanangamudi
    Which vendor provides better GPGPU. my requirements are confined to rendering utilising the GPU for BSDF building for e.g. Intel started providing Ivy Bridge chipset GPU, which are comparably fast to HD5960 cards. I'm not that against nvidia or amd. but I'm a fan of Intel. how it compares to nvidia in price and performance. if possible may I know, how all of them perform with OpenCL?? I'm not sure if it is right to ask it here. but I don't know where to ask.

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  • boolean operations on meshes

    - by lathomas64
    given a set of vertices and triangles for each mesh. Does anyone know of an algorithm, or a place to start looking( I tried google first but haven't found a good place to get started) to perform boolean operations on said meshes and get a set of vertices and triangle for the resulting mesh? Of particular interest are subtraction and union. Example pictures: http://www.rhino3d.com/4/help/Commands/Booleans.htm

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  • How to set up multiple GPUs (12.04)?

    - by Brother Erryn
    I have two GPUs: one Intel i915 integrated, and one NVIDIA 560 Ti. This is NOT a hybrid setup, nor a laptop. In Windows 7, each card is connected to a different monitor, with the NVIDIA doing any "heavy lifting". For the life of me I cannot get Ubuntu to recognize the i915, but when logging off or rebooting, the shutdown actually appears on the i915. lshw lists both. I'm running the "current" NVIDIA drivers (not the experimental), but Displays calls its monitor a "Laptop". Is this even possible under Ubuntu? The only things that even looked like potential solutions were for laptop hybrid setups and used Bumblebee, but that doesn't seem to apply here.

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