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  • Will Ubuntu 11.04 work on my old pc?

    - by M4tic
    It has an old SiS based graphics chip with 64mb memory, there were never 3D drivers for them. Ubuntu 10.10 doesn't even boot on it and my laptop, a Lenovo N200 with intel 9something graphics 128mb so I'm really worried. Broadband prices don;t come cheap in South Africa so the download has to be worth it. I can wait for the shipment but I've since orderd 10.10 and it hasn't come, so I don't know if I'm barred from using that service since I've been sent a disc every release.

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  • How to enable desktop effects on Ubuntu 10.04 after upgrade from Ubuntu 8.04?

    - by Manohar Bhattarai
    I upgraded my Ubuntu 8.04 to Ubuntu 10.04. When I try to enable desktop effects it says "Desktop effects could not be enabled". The output of "lspci | grep VGA" is : 00:02.0 VGA compatible controller: Intel Corporation 82845G/GL[Brookdale-G]/GE Chipset Integrated Graphics Device (rev 03) Hardware drivers says there is no propriority hardware driver. I installed nVidia driver but I think my is an Intel graphics device. Please help.

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  • Breathing for game/movie characters

    - by dtldarek
    Breathing (the movement of chest and face features): I'd like to ask if it is hard to model and whether it is computationaly expensive. I recently noticed the great effect it has in Madagascar 3 movie, but (please, correct me if I am wrong) don't remember seeing it in any games (except maybe steam cloud in cold/winter setting) and very few animated movies does that to noticable degree (e.g. when it is necessary by the plot or situation). I'd greatly appreciate answers from both movie graphics and game graphics perspective.

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  • Does upgrading RAM causes increase in Graphic card's share?

    - by A.S.
    I have asked this question on Ask Ubuntu, and I was suggested to Upgrade RAM from most voted answers. But I got a point about my graphics card. Since, I can upgrade RAM and not graphics card, Does upgrading RAM also cause graphics memory to increase. To clear the point: My specs are given below: Laptop : Lenovo 3000 Y410. (bought in 2008 October) RAM: 1 GB (DDR2) External Graphics (Dedicated): N/A Internal Graphics (Shared): 256 MB Graphics Chipset: Intel GMA X3100 My Question is: If I increase my RAM to 3 GB, will it increase graphics cards share of the Memory. In other word, If graphics card shares 256 MB in 1GB RAM, will it share more, when I upgrade the RAM into 2GB or more ? Authentic resource link will be much appreciated I have recently known that, My chipset GMA X3100 can address 384 MB of RAM. So the question.

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • 3D picking lwjgl

    - by Wirde
    I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.) I posted this at stackoverflow at first but after researching some more in to my problem i found this neat site and tought that you guys might be more qualified to answer this question. This is how the code looks like: if(Mouse.getEventButton() == 1) { if (!Mouse.getEventButtonState()) { Camera.get().generateViewMatrix(); float screenSpaceX = ((Mouse.getX()/800f/2f)-1.0f)*Camera.get().getAspectRatio(); float screenSpaceY = 1.0f-(2*((600-Mouse.getY())/600f)); float displacementRate = (float)Math.tan(Camera.get().getFovy()/2); screenSpaceX *= displacementRate; screenSpaceY *= displacementRate; Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * Camera.get().getNear()), (float) (screenSpaceY * Camera.get().getNear()), (float) (-Camera.get().getNear()), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * Camera.get().getFar()), (float) (screenSpaceY * Camera.get().getFar()), (float) (-Camera.get().getFar()), 1); Matrix4f tmpView = new Matrix4f(); Camera.get().getViewMatrix().transpose(tmpView); Matrix4f invertedViewMatrix = (Matrix4f)tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceFar, worldSpaceFar); Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); Ray clickRay = new Ray(rayPosition, rayDirection); Vector tMin = new Vector(), tMax = new Vector(), tempPoint; float largestEnteringValue, smallestExitingValue, temp, closestEnteringValue = Camera.get().getFar()+0.1f; Drawable closestDrawableHit = null; for(Drawable d : this.worldModel.getDrawableThings()) { // Calcualte AABB for each object... needs to be moved later... firstVertex = true; for(Surface surface : d.getSurfaces()) { for(Vertex v : surface.getVertices()) { worldPosition.x = (v.x+d.getPosition().x)*d.getScale().x; worldPosition.y = (v.y+d.getPosition().y)*d.getScale().y; worldPosition.z = (v.z+d.getPosition().z)*d.getScale().z; worldPosition = worldPosition.rotate(d.getRotation()); if (firstVertex) { maxX = worldPosition.x; maxY = worldPosition.y; maxZ = worldPosition.z; minX = worldPosition.x; minY = worldPosition.y; minZ = worldPosition.z; firstVertex = false; } else { if (worldPosition.x > maxX) { maxX = worldPosition.x; } if (worldPosition.x < minX) { minX = worldPosition.x; } if (worldPosition.y > maxY) { maxY = worldPosition.y; } if (worldPosition.y < minY) { minY = worldPosition.y; } if (worldPosition.z > maxZ) { maxZ = worldPosition.z; } if (worldPosition.z < minZ) { minZ = worldPosition.z; } } } } // ray/slabs intersection test... // clickRay.getOrigin().x + clickRay.getDirection().x * f = minX // clickRay.getOrigin().x - minX = -clickRay.getDirection().x * f // clickRay.getOrigin().x/-clickRay.getDirection().x - minX/-clickRay.getDirection().x = f // -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x = f largestEnteringValue = -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + minY/clickRay.getDirection().y; if(largestEnteringValue < temp) { largestEnteringValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + minZ/clickRay.getDirection().z; if(largestEnteringValue < temp) { largestEnteringValue = temp; } smallestExitingValue = -clickRay.getOrigin().x/clickRay.getDirection().x + maxX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + maxY/clickRay.getDirection().y; if(smallestExitingValue > temp) { smallestExitingValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + maxZ/clickRay.getDirection().z; if(smallestExitingValue < temp) { smallestExitingValue = temp; } if(largestEnteringValue > smallestExitingValue) { //System.out.println("Miss!"); } else { if (largestEnteringValue < closestEnteringValue) { closestEnteringValue = largestEnteringValue; closestDrawableHit = d; } } } if(closestDrawableHit != null) { System.out.println("Hit at: (" + clickRay.setDistance(closestEnteringValue).x + ", " + clickRay.getCurrentPosition().y + ", " + clickRay.getCurrentPosition().z); this.worldModel.removeDrawableThing(closestDrawableHit); } } } I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but the result of the ray are verry strange it sometimes removes the thing im clicking at, sometimes it removes things thats not even close to what im clicking at, and sometimes it removes nothing at all. Edit: Okay so i have continued searching for errors and by debugging the ray (by painting smal dots where it travles) i can now se that there is something oviously wrong with the ray that im sending out... it has its origin near the world center (nearer or further away depending on where on the screen im clicking) and always shots to the same position no matter where I direct my camera... My initial toughts is that there might be some error in the way i calculate my viewMatrix (since it's not possible to get the viewmatrix from the gluLookAt method in lwjgl; I have to build it my self and I guess thats where the problem is at)... Edit2: This is how i calculate it currently: private double[][] viewMatrixDouble = {{0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}}; public Vector getCameraDirectionVector() { Vector actualEye = this.getActualEyePosition(); return new Vector(lookAt.x-actualEye.x, lookAt.y-actualEye.y, lookAt.z-actualEye.z); } public Vector getActualEyePosition() { return eye.rotate(this.getRotation()); } public void generateViewMatrix() { Vector cameraDirectionVector = getCameraDirectionVector().normalize(); Vector side = Vector.cross(cameraDirectionVector, this.upVector).normalize(); Vector up = Vector.cross(side, cameraDirectionVector); viewMatrixDouble[0][0] = side.x; viewMatrixDouble[0][1] = up.x; viewMatrixDouble[0][2] = -cameraDirectionVector.x; viewMatrixDouble[1][0] = side.y; viewMatrixDouble[1][1] = up.y; viewMatrixDouble[1][2] = -cameraDirectionVector.y; viewMatrixDouble[2][0] = side.z; viewMatrixDouble[2][1] = up.z; viewMatrixDouble[2][2] = -cameraDirectionVector.z; /* Vector actualEyePosition = this.getActualEyePosition(); Vector zaxis = new Vector(this.lookAt.x - actualEyePosition.x, this.lookAt.y - actualEyePosition.y, this.lookAt.z - actualEyePosition.z).normalize(); Vector xaxis = Vector.cross(upVector, zaxis).normalize(); Vector yaxis = Vector.cross(zaxis, xaxis); viewMatrixDouble[0][0] = xaxis.x; viewMatrixDouble[0][1] = yaxis.x; viewMatrixDouble[0][2] = zaxis.x; viewMatrixDouble[1][0] = xaxis.y; viewMatrixDouble[1][1] = yaxis.y; viewMatrixDouble[1][2] = zaxis.y; viewMatrixDouble[2][0] = xaxis.z; viewMatrixDouble[2][1] = yaxis.z; viewMatrixDouble[2][2] = zaxis.z; viewMatrixDouble[3][0] = -Vector.dot(xaxis, actualEyePosition); viewMatrixDouble[3][1] =-Vector.dot(yaxis, actualEyePosition); viewMatrixDouble[3][2] = -Vector.dot(zaxis, actualEyePosition); */ viewMatrix = new Matrix4f(); viewMatrix.load(getViewMatrixAsFloatBuffer()); } Would be verry greatfull if anyone could verify if this is wrong or right, and if it's wrong; supply me with the right way of doing it... I have read alot of threads and documentations about this but i can't seam to wrapp my head around it... Edit3: Okay with the help of Byte56 (thanks alot for the help) i have now concluded that it's not the viewMatrix that is the problem... I still get the same messedup result; anyone that think that they can find the error in my code, i certenly can't, have bean working on this for 3 days now :(

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • Graphics card initialisation problems when booting - requires a "double" boot

    - by DMA57361
    Problem Outline When booting from cold (and my machine is disconnected from main power when off, but leaving it connected doesn't help) the graphics card (single PCI-e card GeForce 460) will not initialise on the first boot, leaving me with the motherboards on-board graphics (which kick in automatically if no PCI-e card is found). However, if I restart the computer - normally I do this by powering it off just after the numlock lights up on the keyboard (ie, just after POST/BIOS and before Windows takes over), wait for the system to whirr down, and power up again - the graphics card will work correctly. Once double-booted in this matter the system seems to work correctly - with no noticeable problems. This is reproducible every time I try to boot - it has been working like this for about a month now. Background Information Sept 2010 - I suffered a hardware malfunction (crashes in Windows and graphics corruption on BIOS screens). By way of spare hardware I determined that replacing the PSU removed the issue, so I replaced the PSU with a brand new one of slightly higher power (460W replaced with 500W). Oct 2010 - The problem resurfaced. I purchased a new graphics card (GeForce 460), which removed the problem. The new graphics card immediately started having the boot initialisation problems mentioned. I presumed there was a motherboard fault all along, but because the system worked once booted, and I was temporarily out of spare money, I left the system alone and continued to use it. Early/Mid Dec 2010 - In the space of 5 days I recieved 3 instances of hard drive corruption (seemlingly fixed by chkdsk and sfc in each case...). Since I was already under the impression the motherboard was faulty, I purchased a new one ASAP, this also required new RAM (as I dropped from 4 slots to 2 and didn't want to drop mem quantity). Past 3-4 weeks - With a brand new PSU, Graphics Card, Motherboard and RAM I'm suffering the problem outlined above. So, what could be causing this and how do I can resolve it? Additional Notes Once double-booted the system seems to work entirely correctly. The graphics card problem has occured on two entirely different motherboards. I do not have the opportunity to test the graphics card in a different computer (I've only the old motherboard, which is dubious, or a really old desktop that still has an AGP port). Under load (ie, modern games for long enough for temperatures to plateau) the system remains stable and performs as expected. The software that came with the new motherboard and SpeenFan both report all voltages and temperatures are within nominal bounds, when idle and when under load. I've looking over the BIOS settings for my motherboard multiple times and can find nothing that helps. This system is configured to run with everything at standard levels - no overclocking. I've tried booting the system with only the mobo and graphics card connected (thinking maybe my new PSU was too weak for the new gfx card, even though it meets the quoted PSU requirements for the card) but the same problem persists (and really if the PSU was weak I'd have problems with the system under load). When the gfx card does not initialise the fan on its cooling unit is running, possibly slower than otherwise - but this measurement is by eye and so unreliable.

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  • How to compare speed of graphics cards in Windows desktop environment?

    - by Al Kepp
    I use Windows 7 and Intel Core i3 CPU with integrated graphics. My problem is that it eats valuable system RAM for display. I can replace it with an old PCIe Radeon X700, so all system RAM will be usable for applications. The question is if an old Radeon X700 is comparable in W7 desktop speed to a new integrated i3 graphics. Are there any test programs which compare the speed of graphic cards in Windows 7 desktop environment (i.e. no Direct3D games, just Windows desktop)? (According to Tomshardware, Radeon X700 is probably even faster than Core i3 in 3D. But there are no native WDDM 1.1 W7 drivers for X700, only WDDM 1.0 Vista drivers are available.)

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  • ubuntu 3D is slow on Nvidia driver,any help?

    - by ahmed
    I have installed ubuntu 12.04 and it's very slow in moving any windows and in 3d animation and the problem is from the Nvidia driver and when I switched to the Ubuntu 2d it works fine but without the 3d animations in ubuntu 3d so this make me remove ubuntu until the yfix this problem so , have they fixed this problem or not , If not , is there any solution to enable the 3d animation ((I am a new user to ubuntu and medium experienced ,so please I don't want complexed answer :)

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  • Blending Three Images into Graphics Context Using Alpha Blend Mode kBlendModeOverlay

    - by steganous
    Does kCGBlendModeOverlay not work exactly like Photoshop's Overlay blending mode? I'm trying to overlay three images into a graphic context via: [uiimageGreen drawAtPoint:CGPointMake(x, y) blendMode:kCGBlendModeOverlay alpha:1.0]; [uiimageRed drawAtPoint:CGPointMake(x, y) blendMode:kCGBlendModeOverlay alpha:1.0]; [uiimageBlue drawAtPoint:CGPointMake(x, y) blendMode:kCGBlendModeOverlay alpha:1.0]; In the end, if I overlay just two of the three, the result is much closer to my desired output color in places where both images intersect. Adding the third image, however, causes the first-drawn image's color to be dominant in the resulting mix of colors. (e.g. in the above code, green comes out dominant, when the result should actually be white) Do you get the same result if you try?

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  • Touch draw in Quatz 2D/Core Graphics

    - by OgreSwamp
    Hello, I'm trying to implement "hand draw tool". At the moment algorythm looks like that (I don't insert any code because methods are quite big, will try to explain an idea): Drawing In touchesStarted: method I create NSMutableArray *pointsArray and add point into it. Call setNeedsDisplay: method. In touchesMoved: method I calculate points between last added point from the pointsArray and current point. Add all points to the pointsArray. Call setNeedsDisplay: method. In touchesFinished: event I calculate points between last added point from the array and current point. Set flag touchesWereFinished. Call setNeedsDisplay:. Render: drawRect: method checks is pointsArray != nil and is there any data in it. If there is - it starts to traw circles in each point of this array. If flag touchesWereFinished is set - save current context to the UIImage, release pointsArray, set it to nil and reset the flag. There are a lot disadvantages of this method: It is slow It becomes extremely slow when user touches and move finger for long time. Array becomes enormous "Lines" composed by circles are ugly I would like to change my algorithm to make it bit faster and line smoother. In result I would like to have lines like on the picture at following URL (sorry, not enough reputation to insert an image): http://2.bp.blogspot.com/_r5VzEAUYXJ4/SrOYp8tJCPI/AAAAAAAAAMw/ZwDKXiHlhV0/s320/SketchBook+Mobile(4).png Can you advice me, ho I can draw lines this way (smooth and slim on the edges)? I thought to draw circles with alpha gradient on the edges (to make lines smoother), but it will be extremely slowly IMHO. Thanks for help

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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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  • Disappeared graphics card

    - by lenovo user
    I have a Lenovo T520 with two graphics cards, an nVidia quadro and an intel graphics card. I'm running a Ubuntu and Windows 7 dual boot. I can no longer find any trace of my intel graphics card. In my linux boot: > lspci | grep VGA > 01:00.0 VGA compatible controller: nVidia Corporation GF106 [Quadro 2000M] (rev a1) In Windows in control panel display- advanced settings, I only see the NVIDIA Quadro 2000M. In the BIOS there is no mention of the intel graphics card, no where I can find to try and turn it on or off. I thought I was going crazy, but then I found a post I made on ask ubuntu I made 3 months ago where I listed the output of lspci on this same machine: lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: nVidia Corporation GF106 [Quadro 2000M] (rev a1) What is going on? How could my intel graphics card have been disabled or turned off somehow without my knowledge? I've been in the BIOS 3 times now, each time convinced the last time I must have missed something, but I always find nothing. Am I missing something there? Could a thief have opened my computer and stolen my graphics card?

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  • Installing drivers for switchable graphics

    - by Anonymous
    I recently bought a laptop that came with Windows 7 64-bit installed. I have some older (16-bit and 32-bit) software that doesn't work with 64-bit Windows, but works just fine with 32-bit. Since I also wanted to get rid of all of the pre-installed spam, I decided to wipe the hard drive and install a fresh copy of Windows 7 32-bit. I can't get the graphics cards working. This laptop uses switchable graphics, an Intel card and a Radeon card. I first tried installing this driver from Intel, which works for the Intel card. Of course, the Radeon card doesn't work with this driver and I need it for some of the newer games I have. I also tried this driver. Windows's device manager will recognize the Radeon card, but it will still use the Intel card. Also, even though that package says it contains the Intel driver, the Intel card still isn't properly recognized by Windows (leaving me with a nasty 800x600 resolution). On top of that, the Catalyst Control Center won't open (saying "The Catalyst Control Center is not supported by the driver version of your enabled graphics adapter") I tried installing HP's driver then installing Intel's driver on top of it. Device manager will then recognize both graphics cards properly. However, the laptop still uses the Intel card. The CCC still won't start (saying the same thing as before) and I can't find any of 'switching' graphics cards. Before formatting, I could right-click the desktop and click "Configure Switchable Graphics" This option hasn't been in the context menu regardless of what driver(s) I've installed. After some research, I found out that this menu entry runs the command "cli.exe Start PowerXpressHybrid" I've tried manually running this command, but I get the same unsupported message from CCC. So, does anyone know how I can get this working? I would like to be able to switch between the Intel and Radeon. But, if there's some way to disable the Intel and use only the Radeon, that would be fine I dual-boot with Linux (framebuffer uses the Intel, haven't even tried getting X set up yet) Here's the output of lspci # lspci -v | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) (prog-if 00 [VGA controller]) 01:00.0 VGA compatible controller: ATI Technologies Inc NI Seymour [AMD Radeon HD 6470M] (prog-if 00 [VGA controller]) The laptop is a HP Pavilion g6t-1d00. HP doesn't support installing anything but Windows 7 64-bit, so calling tech support isn't an option. Thanks for any help UPDATE: I finally got it working. After a fresh install of Windows 7, I installed the HP driver (the one linked above). Then, there's an optional Windows update I installed (don't remember the exact name, but it'll stick out). After that, graphics switching works just like it's supposed to. Moab, thanks anyways for your help

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  • Is a text file with names/pixel locations something a graphic artist can/should produce? [on hold]

    - by edA-qa mort-ora-y
    I have an artist working on 2D graphics for a game UI. He has no problem producing a screenshot showing all the bits, but we're having some trouble exporting this all into an easy-to-use format. For example, take the game HUD, which is a bunch of elements laid out around the screen. He exports the individual graphics for each one, but how should he communicate the positioning of each of them? My desire is to have a yaml file (or some other simple markup file) that contains the name of each asset and pixel position of that element. For example: fire_icon: pos: 20, 30 fire_bar: pos: 30, 80 Is producing such files a common task of a graphic artist? Is is reasonable to request them to produce such files as part of their graphic work?

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  • Best way to Draw a cube for 3D Picking

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • Hancon / Hanwang Graphics Tablet not recognised

    - by Martin Kyle
    I'm totally lost. I've just built a new system and installed Ubuntu 12.04. It's my first time with Linux and getting into the terminal / command line for the first time since IBMDOS 5 and Windows 3.1 has been a steep learning curve. However, the interface works beautifully apart from it doesn't recognize my Hanvon Artmaster AM1209. I have sent diagnostics to Digimend and Favux was kind enough to advise that the tablet should be using the Wacom X driver as the Hanvon is actually a Hanwang and these should be supported. lsusb reports: ID 0b57:8501 Beijing HanwangTechnology Co., Ltd xinput list reports: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? PS/2+USB Mouse id=8 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Power Button id=7 [slave keyboard (3)] ? Eee PC WMI hotkeys id=9 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=10 [slave keyboard (3)] Favux suggested inspecting /var/log/Xorg.0.log for the tablet but I cannot see any mention of it, and that is as far as I have got. I've tried researching the problem but I am struggling with all the new terminology and the fact that I want the PC to be a means to an end and not the end in itself where I spend the rest of my days tweaking and testing rather than just using it. Hope there is some help out there.

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  • Best way to Draw a cube for 3D Picking on a specific face

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • Camera field of view: 3D projections & trigonometry

    - by Thomas O
    Okay, here goes. I have a camera at (Xc, Yc, Zc.) The Xc and Yc coordinates are latitude/longitude, and the Zc coordinate is an altitude in metres. I have a point at (Xp, Yp, Zp) and a field of view on the camera (Th1, Th2) - where Th1 is horizontal FOV and Th2 is vertical FOV. Given this information, I'd like to: test if the point is visible (i.e. in the camera's FOV) project the point as the camera would see it I've figured out already that the camera's horizontal view at any given distance is tan(Th1) * distance, but I don't know how to test if the point is visible. Accuracy is not critical. I would prefer a simple solution over a complicated solution, if it works well enough. The computations will be performed by a small microcontroller, which isn't very fast at things like trig functions. P.S. this is not homework, I'm doing this for some game development. It will be integrated with the real world, hence the latitude/longitude/altitude. It involves flying real RC planes through virtual hoops (or chasing virtual targets), so I have to project the positions of these hoops on a display.

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  • Mobile 3D engine renders alpha as full-object transparency

    - by Nils Munch
    I am running a iOS project using the isgl3d framework for showing pod files. I have a stylish car with 0.5 alpha windows, that I wish to render on a camera background, seeking some augmented reality goodness. The alpha on the windows looks okay, but when I add the object, I notice that it renders the entire object transparently, where the windows are. Including interior of the car. Like so (in example, keyboard can be seen through the dashboard, seats and so on. should be solid) The car interior is a seperate object with alpha 1.0. I would rather not show a "ghost car" in my project, but I haven't found a way around this. Have anyone encountered the same issue, and eventually reached a solution ?

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  • 3D Camera Problem

    - by Chris
    I allow the user to look around the scene by holding down the left mouse button and moving the mouse. The problem that I have is I can be facing one direction, I move the mouse up and the view tilts up, I move down and the view titles down. If I spin around 180 my left and right still works fine, but when I move the mouse up the view tilts down, and when I move the mouse down the view titles up. This is the code I am using, can anyone see what the problem with the logic is? var viewDir = g_math.subVector(target, g_eye); var rotatedViewDir = []; rotatedViewDir[0] = (Math.cos(g_mouseXDelta * g_rotationDelta) * viewDir[0]) - (Math.sin(g_mouseXDelta * g_rotationDelta) * viewDir[2]); rotatedViewDir[1] = viewDir[1]; rotatedViewDir[2] = (Math.cos(g_mouseXDelta * g_rotationDelta) * viewDir[2]) + (Math.sin(g_mouseXDelta * g_rotationDelta) * viewDir[0]); viewDir = rotatedViewDir; rotatedViewDir[0] = viewDir[0]; rotatedViewDir[1] = (Math.cos(g_mouseYDelta * g_rotationDelta * -1) * viewDir[1]) - (Math.sin(g_mouseYDelta * g_rotationDelta * -1) * viewDir[2]); rotatedViewDir[2] = (Math.cos(g_mouseYDelta * g_rotationDelta * -1) * viewDir[2]) + (Math.sin(g_mouseYDelta * g_rotationDelta * -1) * viewDir[1]); g_lookingDir = rotatedViewDir; var newtarget = g_math.addVector(rotatedViewDir, g_eye);

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  • 3D/perspective Top down shooter bullet issues

    - by Tseng
    I'm developing a top-down shooter with multiple levels (ground for ground units, middle level for buildings, top level for air unity). The problem is the collision. Though I can make the collider box of a bullet be long enough to reach the ground (and collide with it), the real issue is optical. When the bullet is fired from a aircraft and collides with some object on the ground (building, ground unit) it will be optically offset due to the perspective camera, because it looks like the shot "by-passed" the target as seen below Is there any way to make the bullets collide perspectively correct? I'm using Unity3d Engine and it offers only simple colliders (box, sphere, cylinder, mesh and wheel), though I don't think a cone-formed collider would solve this issue. I'd need a (cheap) way to check if it's overlapping a destructible object? I thought of casting a ray from the camera through the bullet and if it hits something destructible, trigger an action, but that's quite punctual and maybe to performance heavy on certain number of bullets

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  • Simple project - make a 3D box tumble and fall to the ground [closed]

    - by Dominic Bou-Samra
    Possible Duplicate: Resources to learn programming rigid body simulation Hi guys, I want to try learning rigid-body dynamic simulation. I have done a fluid and cloth simulation before, but never anything rigid. My maths knowledge is limited in that I don't know the notation that well. Are there any good cliff-notes, tutorials, guides on how I would accomplish a simple task like this? I don't want a super complex pdf that's only a little relevant. Thanks.

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  • Swichable Graphics

    - by user67291
    Im having a bit of a problem with my 2 graphic card in my laptop. laptop: Acer Aspire 5553g Graphic Cards: Performance: ATI Mobility Radeon HD 5650 Power saving: ATI Radeon HD 4200. On this laptop i have used ubuntu 11.04, then upgraded to 11.11, and now upgraded to 12.04 the other day. The problem is that sins i upgraded to 12.04 im unable to switch to my performance graphic card using the Catalyst Control Center. Under 11.04 and 11.11 it was no problem. I open the Catalyst Control Center and select the performance option then apply, it tels me that it will be applied after reboot, I reboot and nothing has changed. Im able to "force" it by changing in BIOS, so i know there is nothing wrong with the card. Thanks /Daan

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