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  • Question about mipmaps + anisotropic filtering

    - by Telanor
    I'm a bit confused here and maybe someone can explain this to me. I created a simple test texture for my terrain which is nothing more than a solid green color with a black grid overlayed on top of it. If I look at the terrain in the distance with mipmapping on and linear filtering, the grid lines become blurry fairly quickly and further back the grid is pretty much invisible. With these settings, I don't get any moire patterns at all. If I turn on anisotropic filtering, however, the higher the anisotropic level, the more the terrain looks like it did with without mipmapping. The lines are much crisper nearby but in the distance I start to see terrible moire patterns. My understanding was that mipmapping is supposed to get rid of moire patterns. I've always had anisotropic filtering on in every game I play and I've never noticed any moire patterns as a result, so I don't understand why it's happening in my game. I am using logarithmic depth however, could that be causing any problems? And if it is, how do I resolve it? I've created my sampler state like so (I'm using slimdx): ssa = SamplerState.FromDescription(Engine.Device, new SamplerDescription { AddressU = TextureAddressMode.Clamp, AddressV = TextureAddressMode.Clamp, AddressW = TextureAddressMode.Clamp, Filter = Filter.Anisotropic, MaximumAnisotropy = anisotropicLevel, MinimumLod = 0, MaximumLod = float.MaxValue });

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  • Making a Ubuntu executable.

    - by sfactor
    i have made a program in C using the gcc compiler. Right now it has no GUI components. So, I am basically compiling it with makefile and running it in the terminal. I need to deploy it so that the executable is standalone. So, basically I want the executable to have an icon and when clicked start the program in the terminal. Can anyone tell me how to do this?

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  • D3D11 how to simulate multiple depth channels

    - by Nock
    Here's what I'd like to achieve: Rendering a first pass of objects in my scene, using standard depth comparison Rendering another pass of objects in the same scene, but with the following rules: A Pixel of the 2nd pass always override the first pass (no depth compare between them) Use Depth comparison between pixels written from the second pass. In English I want depth comparison made inside each pass but I always want the second pass pixels to override the first pass ones. Some things I've thought: I tried to think about using stencil to solve this, but I couldn't find a way. I know I could render into a separate target the second pass then composite the result into the first, but I'd like to avoid that. I could use two separate Depth Buffer, one dedicated to each pass. (I never tried, but I figure it's possible to switch the depth buffer in a Render Target "on the fly") Any idea of the best solution? Thanks

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  • How to disable horizontal scrolling within virtualbox on Ubuntu guest, Windows 7 host?

    - by Steven Rosato
    This post is a duplicate from superuser.com, but since I had no answers, I started to doubt it was a user question and maybe more of a programming question (because of the configuration files), so here it is: I am using Windows 7 as Host, Ubuntu Karmic as guest OS with guest tools installed and I get an annoying glitch when switching from host to the guest machine: vertical scrolling switches to horizontal! (using the mouse wheel). Since I don't really care about horizontal scrolling, how can I disable this? I have checked the web and the only thing I found was to play in the xorg.conf file and adding in the section "InputDevice" Option "ZAxisMapping" "4 5" which would enable vertical scrolling only. The thing is, I don't have that section in my config file so I guessed that I would need to add Section "InputDevice" Identifier "VBoxMouse" Driver "vboxmouse" Option "ZAxisMapping" "4 5" EndSection But that does not seem to work after restarting xserver. Any workaround for this?

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  • loading 3d model data into buffers

    - by mulletdevil
    I am using assimp to load 3d model data. I have noticed that each loaded model is made up of different meshes. I was wondering should each mesh have it's own vertex/index buffer or should there just be one for the whole model? From looking through the index data that is loaded it seems to suggest that I will need a vertex buffer per mesh but I'm not 100% sure. I am using C++ and DirectX9 Thank you, Mark

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  • Check if key is pressed using python (a daemon in the background)

    - by Nazarius Kappertaal
    I've created a python script in which an event needs to be executed each time I press the Super (or WinKey) on my keyboard. How can one achieve this without the python process being "focused" - as it is running in the background waiting for the key to be pressed to execute the event? I've seen a lot of posts around the web showing me how to read input - but they have all required one to have the process "focused" and none have showed me how to capture the Super (or WinKey) using a python script. I'm running Ubuntu 9.10.

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  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

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  • Mercurial clone operation works, but I don't have write access

    - by normalocity
    Somewhere I did something silly. I was deploying my Rails app via cloning the Mercurial repo down onto my Ubuntu server. It worked the first time, and then...well, I made a small change on my dev machine, pushed the changes to the repo, and then deleted the copy on the Ubuntu server and re-cloned from the repo. The clone operation (the second, and third, and 'n' times) works without error, but I don't have write access to the files that were cloned. When I try to startup my mongrel - it can't create the /tmp folder, and because of no write access, fails to start the Rails app.

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  • Microsoft Robotics Studio in Ubuntu, with Wine ?

    - by Arkapravo
    I am using Ubuntu 9.10 and I am a bit of a robotics enthusiast. I have used KiKS (in MATLAB for simulating Khepera robots), MobotSim (in Windows, simulates a point like robot using a BASIC editor) and Player/Stage (with C/C++ on Ubuntu 9.04). My question, can MS Robotics Studio be installed in Ubuntu Linux using Wine (I am using 1.1.31) ? Has anyone done it ? Any other way to install MS Robotics Studio in Unix (Any flavour) ? Thanks for your reply !

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  • Where is the libray for 'dlsym'

    - by hap497
    Hi, I am getting this linker error: system/core/libacc/tests/main.cpp:42: error: undefined reference to 'dlsym' Can you please tell me where is the library on ubuntu 9.10 which contains the library for 'dlsym'? Thank you.

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  • The practical cost of swapping effects

    - by sebf
    I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Textures of .x model deformed in XNA

    - by marc wellman
    I want to have a 3D model with textures built in SketchUp 8 be imported as a .x model in XNA. So far I have used several .x exporters like http://edecadoudal.googlepages.com/xExporter.rb 3D RAD zbylsxexporter With all of them I have the same problem: The model gets built correctly but the textures are deformed. The sizes of my texture files are multiples of four and inside Sketchup the model looks prefect. That's the texture file which is 256x256: And this is how it looks like in my XNA program: What can I do?

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  • Magento Installation stuck at configuration

    - by itsandy
    Hi Everyone, I am not sure what is going wrong when I am trying to install magento to my local ubuntu machine. I did all the steps mentionsed in the magento wiki. Everything goes well until I reach the point where I am here which is the magento config page. When I try and continue after entering the necessary details like host, database name and user name and submit it comes back to the same page. I checked for everything like db in my phomyadmin panel and it still gets stuck there. What is the possible reason for that. Thanks

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  • php (rar) i want to rar a folder using rar on Ubuntu (linux) by php (on dedi server) noob

    - by Steve
    hey guyz i want rar (not tar) my folder on my server by using php RAR RAR 3.93 Copyright (c) 1993-2010 Alexander Roshal 15 Mar 2010 Registered to my real name OS Ubuntu Release (Karmic) kernel linux 2.6.32.2-xxxx-grs-ipv4-32 Gnome 2.28.1 latest php an lighthttpd i have tried these things http://php.net/manual/en/function.escapeshellarg.php // may be wrong code http://php.net/manual/en/function.exec.php http://php.net/manual/en/function.shell-exec.php my command (working in ssh and nautilus script) rar a -m0 /where/file/will/saved/file_name.rar /location/ti/data/dir/datafolder php code $log=Shell_exec("rar a -m0 /where/file/will/saved/file_name.rar /location/ti/data/dir/datafolder"); echo $log; one method is left which i don't know how to use and its working on server that is by somefile_to_execute_command.sh i have to execute .sh file from php need to send some variables (command) and i tried this method can rar file with a script named RapidLeech but its rar from only its own files dir only :( but i want to do in different directories. Rapid Leech rar class http://paste2.org/p/791668 i m able run shell command with php (cp(copy),mv(move),ls(directory list),rm(remove aka delete)) but got failed to run rar i gives no output i also tried to given path rar and i used alot commands with php Shell_exec function and working like they work with ssh and i have tried almost 80 % method given on net and failed from last 3days i m over now plz help me i need php script file working plz reply if u have any info n code and experience about rar and this kinda :( problem i m 99% noob just used code mean search Google collect script make my own working thing (for personal use only) n now i m failed to rar folder and file :(( now plz provide me code plz don't talk in technical language because i m just reading my first php book (for dummies :D) mean noob and 0.1 plz help me as much u can thankx

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  • unable to get into windows 7 or ubuntu after system file back on a dual boot system

    - by John Jiang
    I installed ubuntu on my dell xps 9000 which originally has a window 7 installed. So after I did system file back up as told by windows 7 and restarted my computer, I received the following message right after restarting in the black screen: roughly like this: ubuntu grub error, " " symbol cannot be found. I was wondering how I can get access into windows 7 and uninstall ubuntu all together. I actually had the same booting problem after system backup before and the solution was to install two extra ubuntus but I'd prefer not to do that. I'd highly appreciate any help!

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  • How do game engines implement certain features?

    - by Milo
    I have always wondered how modern game engines do things such as realistic water, ambient occluded lighting, eye adaptation, global illumination, etc. I'm not so much interested in the implementation details, but more on what part of the graphics API such as D3D or OpenGL allow adding such functionality. The only thing I can think of is shaders, but I do not think just shaders can do all that. So really what I'm asking is, what functions or capabilities of graphics APIs enable developers to implement these types of features into their engines? Thanks

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  • How do I set up derby in eclipse on Ubuntu?

    - by Everett
    The question basically says it all. I'm trying setup up JavaDB on my virtualbox running Ubuntu 9.10. I have the package downloaded and installed through the package manager, which I believe is the right to go about it. I have also installed the Eclipse's Data Platform Tools. I've been following this tutorial here: http://www.vogella.de/articles/EclipseDataToolsPlatform/article.html. I'm stuck at the driver definition step. When I select the driver template from the Name/Type tab and the jar file in the Jar List tab, the OK button is never enabled. At the top of the New Driver Definition dialog it says 'Unable to locate Jar/zip in the file system as specified by the driver definition: derby.jar.' I assume this is the problem. Any help or links to a better tutorial would be much appreciated.

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  • OpenVPN - client-to-client traffic working in one direction but not the other

    - by user42055
    I have the following VPN configuration: +------------+ +------------+ +------------+ | outpost |----------------| kino |----------------| guchuko | +------------+ +------------+ +------------+ OS: FreeBSD 6.2 OS: Gentoo 2.6.32 OS: Gentoo 2.6.33.3 Keyname: client3 Keyname: server Keyname: client1 eth0: 10.0.1.254 eth0: 203.x.x.x eth0: 192.168.0.6 tun0: 192.168.150.18 tun0: 192.168.150.1 tun0: 192.168.150.10 P-t-P: 192.166.150.17 P-t-P: 192.168.150.2 P-t-P: 192.168.150.9 Kino is the server and has client-to-client enabled. All three machines have ip forwarding enabled, by this on the gentoo boxes: net.ipv4.conf.all.forwarding = 1 And this on the FreeBSD box: net.inet.ip.forwarding: 1 In the server's "ccd" directory is the following files: client1: iroute 192.168.0.0 255.255.255.0 client3: iroute 10.0.1.0 255.255.255.0 The server config has these routes configured: push "route 192.168.0.0 255.255.255.0" push "route 10.0.1.0 255.255.255.0" route 192.168.0.0 255.255.255.0 route 10.0.1.0 255.255.255.0 Kino's routing table looks like this: 192.168.150.0 192.168.150.2 255.255.255.0 UG 0 0 0 tun0 10.0.1.0 192.168.150.2 255.255.255.0 UG 0 0 0 tun0 192.168.0.0 192.168.150.2 255.255.255.0 UG 0 0 0 tun0 192.168.150.2 0.0.0.0 255.255.255.255 UH 0 0 0 tun0 Outpost's like this: 192.168.150 192.168.150.17 UGS 0 17 tun0 192.168.0 192.168.150.17 UGS 0 2 tun0 192.168.150.17 192.168.150.18 UH 3 0 tun0 And Guchuko's like this: 192.168.150.0 192.168.150.9 255.255.255.0 UG 0 0 0 tun0 10.0.1.0 192.168.150.9 255.255.255.0 UG 0 0 0 tun0 192.168.150.9 0.0.0.0 255.255.255.255 UH 0 0 0 tun0 Now, the tests. Pings from Guchuko to Outpost's LAN IP work OK, as does the reverse - pings from Outpost to Guchuko's LAN IP. However... Pings from Outpost, to a machine on Guchuko's LAN work fine: .(( root@outpost )). (( 06:39 PM )) :: ~ :: # ping 192.168.0.3 PING 192.168.0.3 (192.168.0.3): 56 data bytes 64 bytes from 192.168.0.3: icmp_seq=0 ttl=63 time=462.641 ms 64 bytes from 192.168.0.3: icmp_seq=1 ttl=63 time=557.909 ms But a ping from Guchuko, to a machine on Outpost's LAN does not: .(( root@guchuko )). (( 06:43 PM )) :: ~ :: # ping 10.0.1.253 PING 10.0.1.253 (10.0.1.253) 56(84) bytes of data. --- 10.0.1.253 ping statistics --- 3 packets transmitted, 0 received, 100% packet loss, time 2000ms Guchuko's tcpdump of tun0 shows: 18:46:27.716931 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 1, length 64 18:46:28.716715 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 2, length 64 18:46:29.716714 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 3, length 64 Outpost's tcpdump on tun0 shows: 18:44:00.333341 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 3, length 64 18:44:01.334073 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 4, length 64 18:44:02.331849 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 5, length 64 So Outpost is receiving the ICMP request destined for the machine on it's subnet, but appears not be forwarding it. Outpost has gateway_enable="YES" in its rc.conf which correctly sets net.inet.ip.forwarding to 1 as mentioned earlier. As far as I know, that's all that's required to make a FreeBSD box forward packets between interfaces. Is there something else I could be forgetting ?

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  • How do I create a Launcher in Ubuntu 9.1 that runs a shell script?

    - by mkelley33
    Here's my situation: New to Ubuntu (just nstalled 9.10 Karmic Koala 64 bit) Purpose: to easily run PyCharm without too much typing (ie. cd... ./pycharm.sh) Want to create desktop Launcher instead of terminal & typing (without resorting to the "Run in Terminal" option) Tried to create Launcher to executes .sh script in Document directory Right-clicked Desktop Create Launcher a. Type == Application; Browse [insert absolute path to .sh script]; no luck b. Type == Application in Terminal; Browse ...ditto I'm open to any other alternatives that involve as little typing as possible. I would like to just start Ubuntu, click Launcher icons, and have terminals spring to life, running the intended scripts. Crazy? No. Lazy? Probably. Productive? Hopefully :)

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  • For 2D games, is there any reason NOT to use a 3D API like Direct3D or OpenGL?

    - by Eric Palakovich Carr
    I've been out of hobby Game Development for quite a while now. Back when I did it, most people used Direct Draw to create 2D games. By the time I stopped people were saying OpenGL or Direct3D with an orthogonal projection is just the way to go. I'm thinking about getting back into creating 2D games, in particular on mobile phone but maybe on the XNA platform as well. To make something using OpenGL I'd have a (hopefullly) small learning curve to acclimate myself to 3D development. Is there any reason to skip that and instead work with a 2D framework where I just have a Width x Height frame buffer I need to fill with pixels?

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  • Rails Installed But Not Working

    - by Luiz P
    Folks, Yesterday I installed Rails 3.2 on Ubuntu 12.10 and created a new project in order to check it. It was working OK. Today I tried to create a new project and got the message bellow (Portuguese version): O programa 'rails' pode ser encontrado nos seguintes pacotes: * rails * ruby-railties-3.2 Tente: sudo apt-get install <pacote selecionado> Something like: The program 'rails' could not be found in the follow packages: ... ... Try: sudo apt-get install <selected package> I run the command gem list and all the gems are listed, including Rails one. I tried to search on the web for a solution, but haven't found any. Thank you very much for your help. Luiz

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  • dig works but dig +trace <domain_name> not working

    - by anoopmathew
    In my local system i can't get the proper result of dig +trace , but dig works fine. I'm using Ubuntu 10.04 LTS version. I'll attach the result of dig and dig +trace along with this updates. dig +trace gmail.com ; << DiG 9.7.0-P1 << +trace gmail.com ;; global options: +cmd ;; Received 12 bytes from 4.2.2.4#53(4.2.2.4) in 291 ms dig gmail.com ; << DiG 9.7.0-P1 << gmail.com ;; global options: +cmd ;; Got answer: ;; -HEADER<<- opcode: QUERY, status: NOERROR, id: 59528 ;; flags: qr rd ra; QUERY: 1, ANSWER: 2, AUTHORITY: 0, ADDITIONAL: 0 ;; QUESTION SECTION: ;gmail.com. IN A ;; ANSWER SECTION: gmail.com. 49 IN A 74.125.236.118 gmail.com. 49 IN A 74.125.236.117 ;; Query time: 302 msec ;; SERVER: 4.2.2.4#53(4.2.2.4) ;; WHEN: Sat Oct 13 14:57:56 2012 ;; MSG SIZE rcvd: 59 Please anyone update a solution for this issue. I'm just worried about my issue.

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  • Is there any advantage in using DX10/11 for a 2D game?

    - by David Gouveia
    I'm not entirely familiar with the feature set introduced by DX10/11 class hardware. I'm vaguely familiar with the new stages added to the programmable graphics pipeline, such as the geometry shader, the compute shader, and the new tesselation stages. I don't see how any of these make much of a difference for a 2D game though. Is there any compelling reason to make the switch to DX10/11 (or the OpenGL equivalents) for a 2D game, or would it be wiser to stick with DX9 considering that that a significant share of the market still runs on older technologies (e.g. the February 2012 Steam surveys lists around 17% of users as still using Windows XP)?

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