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  • Strange Ubuntu Random Display [Video]

    - by d4v1dv00
    I had this random display issue ever since Ubuntu 11.04 and now running Ubuntu 11.10 and this problem still persist. It is very hard for me to explain, so I uploaded a video to elaborate itself. Before I convert from Windows 7, this issue never happened. The symptom is so random that I cannot reproduce or tell precisely when will this happen again. My wild guess is, should this be related to driver? Below are my detail system information: $ lspci 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 00:16.0 Communication controller: Intel Corporation 6 Series/C200 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 1 (rev b5) 00:1c.3 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 4 (rev b5) 00:1d.0 USB Controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation H67 Express Chipset Family LPC Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 6 Series/C200 Series Chipset Family SMBus Controller (rev 05) 02:00.0 Ethernet controller: Broadcom Corporation NetLink BCM57788 Gigabit Ethernet PCIe (rev 01) is there any other information i need to post and how do i do that?

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  • What Technology can Render Medium Scale 3d Environments in a Web-Browser

    - by JakeM
    I intend to make a web application that displays 3d environments that can be navigated by dragging(with a finger or mouse depending on the platform). The web app will render 3d environments of development sites including contours, water pipeline locations, buildings etc. I am trying to decide what technology/libraries to use that will create a web-app that will work on Android-Web-Browser, iOS-Safari, IE9, Safari, Firefox and Chrome. And also what technology will provide speed in development. I understand that this is 'asking for my cake and eating it too'/'asking for the moon' but I don't know all the technologies out there - so there may be advanced libraries that can render 3d environments across many web-browsers including the main smart phone ones and I dont know of them. The 3d rendering would not be highly detailed buildings or water with effects, but rather simple 3d representations of these objects. The environment would be navigable by dragging around and you could view the landscape in layers(view only contour lines, view only underground pipelines, view only sewerage pipes, etc.). Are there any 3d libraries for web-browsers out there? Is there a way to run OpenGL(or OpenGL ES) through a webbrowser? What technology would you use if you were making this kind of app/web app that should work on desktop Windows, Android, iOS and WindowsPhone? Is there any technology I have failed to mention that would be good for this kind of project? I am tending towards a Browser Driven Web App because I get that cross platform ability(where it even works on linux and MacOS by using compatible web-browsers). Also I know of CSS3 transforms that can create cubes that can rotate in 3d space(NOTE only works for WebKit browsers - so no IE :( ). But I don't know if CSS3 is robust enough to render whole 3d environments? Do you think it could? Maybe I could use HTML5 canvas's for this? Can Google maps create custom 3d maps?

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  • 2 folders in Sys/Class/Backlight?

    - by zebrapie
    ISSUE: Backlight brightness does not change. More Detail: Brightness will not change, using both 'System Settings-Screen', or FN keys (Brightness bar shows and moves, but screen brightness does not change). Notcied a post in this thread (http://ubuntuforums.org/showthread.php?t=1866283) about having multiple folders in Sys-Class-Backlight... I HAVE TWO FOLDERS TOO! 'intel_backlight' and 'acpi_video0' Using the function keys, alters the value in the acpi_video0's 'Brightness' file - But doesn't actually alter the brightness of the screen. If I add 'backlight=vendor' in Grub, my function keys then edit the value in the 'Intel_Backlight brightness file. - But again doesnt actually change the brightness of the screen. Computer: Fujitsu Siemans Pi2515, Intel Integrated Graphics, No hdd partition. Already Tried: -Editing grub to contain: acpi_osi=Linux acpi_backlight=vendor -http://ubuntuguide.net/change-screen-brightness-with-fn-key-in-ubuntu-11-0410-10 -sudo apt-get install acpi -$ sudo setpci -s 00:02.0 F4.B=20 -Brightness does not adjust in fallback mode either. -Reinstalling OS, Using Linux Mint (Same problem). -Upgrading and downgrading BIOS. Many thanks for reading, I understand this problem may need a bit of a Linux pro to sort. If anyones up for the challenge i'll spend any amount of time being walked through this, posting results. Don't want to give up here!

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  • OpenGL - have object follow mouse

    - by kevin james
    I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with glfwGetCursorPos. The window was created with window = glfwCreateWindow( 1024, 768, "Test", NULL, NULL); and the code to get coordinates is double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); Next, I use GLM unproject, to get the coordinates in "object space" glm::vec4 viewport = glm::vec4(0.0f, 0.0f, 1024.0f, 768.0f); glm::vec3 pos = glm::vec3(xpos, ypos, 0.0f); glm::vec3 un = glm::unProject(pos, View*Model, Projection, viewport); There are two potential problems I can already see. The viewport is fine, as the initial x,y, coordinates of the lower left are indeed 0,0, and it's indeed a 1024*768 window. However, the position vector I create doesn't seem right. The Z coordinate should probably not be zero. However, glfwGetCursorPos returns 2D coordinates, and I don't know how to go from there to the 3D window coordinates, especially since I am not sure what the 3rd dimension of the window coordinates even means (since computer screens are 2D). Then, I am not sure if I am using unproject correctly. Assume the View, Model, Projection matrices are all OK. If I passed in the correct position vector in Window coordinates, does the unproject call give me the coordinates in Object coordinates? I think it does, but the documentation is not clear. Finally, to each vertex of the object I want to follow the mouse around, I just increment the x coordinate by un[0], the y coordinate by -un[1], and the z coordinate by un[2]. However, since my position vector that is being unprojected is likely wrong, this is not giving good results; the object does move as my mouse moves, but it is offset quite a bit (i.e. moving the mouse a lot doesn't move the object that much, and the z coordinate is very large). I actually found that the z coordinate un[2] is always the same value no matter where my mouse is, probably because the position vector I pass into unproject always has a value of 0.0 for z. Edit: The (incorrectly) unprojected x-values range from about -0.552 to 0.552, and the y-values from about -0.411 to 0.411.

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  • How to structure class to support imported 3d model ?

    - by brainydexter
    Hello, I've written a C++ library that reads in this 3d model file (collada DAE). uptil now, I would output a list of triangles and handle each at rendering stage. But now, I need to attach some Bounding sphere information with the imported model. I need some advice on how should I organize this in code. Here are some specs of the 3D file format: - 3D model is represented as a Tree consisting of nodes - each node can contain other nodes, geometry information, transformation etc My requirements: - a bounding sphere associated with each node, thereby yielding a tree of bounding sphere hierarchy for the model itself. - actual vertex information What would be the recommended way to deal with this situation? Thanks

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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  • Problems reviving old pc including graphics card issue.

    - by Mick
    I have a PC that seemed to have died years ago that I am trying to revive. It has a dual core athlon processor and a gigabyte motherboard. It had two dual output graphics cards, and I have long since forgotten which output would print out the diagnostic information as the PC starts up. Also I suspect that the resolution set on all the monitors was probably higher than my current single monitor is capable of displaying. The motherboard also has a built in graphics card, so I thought it may be simplest to remove both the graphics cards and plug my monitor into the onboard graphics just while I get things going. Does that seem sensible? Now the other problem: The PC has two hard drives. I have no idea which one is the primary one it is attempting to boot from. When I power up, the fan comes on and I hear some chuga-chuga-pause chuga-chuga-pause repeat indefinitely. I'm not sure which device is making the noise. There are no-beeps at any time. I see nothing on the screen at any time, not even for a second. Any suggestions? EDIT: If T start up the PC without the power connected to the CDrom there is no chuga-chugan noise.

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  • Graphics Driver problem, ATI Radeon HD 3200, small screen size and slows everything down.

    - by Arvind Jangid
    Regards. I am using a: 2009 Compaq Presario CQ40-415AU Notebook AMD Athlon X2 Dual core Processor 2.1 GHz 1024 MB L2 cache 3GB DDR2 RAM ATI Radeon + HD 3200 Graphics 256 MB, screen is 14 inch widescreen with resolution of 1280*800. I installed Ubuntu 12.04 LTS 32bit on my laptop. It works brilliantly until I installed graphics driver. When I installed the driver, the graphics became slow. Everything slowed down. Even the splash screen resolution changed to something like 640*480. I have liked Ubuntu since 9.10 and for the freedom it provides and its versatility, but graphics problem remains the same. I even installed Ubuntu on a 50 GB partition with 6 GB swap partition. My HDD is 320 GB. Please tell me what is wrong.

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  • Does running Nexuiz gives extra pressure on Processor if you dont have external Graphics card?

    - by Curious Apprentice
    Its a rather stupid question, though I want to be sure. Does having a external graphics card can lower the stress over the processor? what kind of graphics card Ubuntu supports ? Well I'm planning to buy a graphics card for Windows 7 as I have started learning Adobe Premiere Pro. Which G card should I buy? Do i consider the card or the availability of the card drivers for Ubuntu Linux ? If I install a Graphics card and does not install its drivers can I left it unused on Ubuntu ? I don't think theres a much need for G card on Ubuntu Though.

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  • Is Ubuntu recognizing and/or using my NVIDIA graphics card?

    - by user212860
    This is my first post here, and I'm pretty new to Ubuntu/Linux. I currently have no other OS except for Ubuntu 13.10. (I used to have Win7 until i got a new terabyte hard drive). My current PC build, if any of this helps: CPU: Intel i5 quad-core Graphics: NVIDIA GeForce GTX 650 RAM: 8 GB HDD: 1 TB SATA 3 Motherboard: MSi Z77 A-G41 OS Ubuntu 13.10 So I recently installed Ubuntu 13.10 and put Steam on it, and I'm seeing that my games run a lot slower than they did when I had Win7. I figured it was a graphics problem, so I checked System Settings Details Overview. It says in "Graphics" that I have "Gallium 0.4 on NVE7" (don't really know what that is). Does this mean that Ubuntu is not using my graphics card? In System Settings Software & Updates Additional Drivers, it clearly shows like this: NVIDIA Corporation: GK107 [GeForce GTX 650] -This device is using an alternative driver (And then it shows a list of drivers that I can switch back and forth to) So this is a bit confusing. In Software and Updates, it clearly shows that I have my NVIDIA card installed, and that I have a driver selected for it. But in System Settings, it shows I have some Gallium 0.4 thing. I had done a bit of research, and ended up typing command: "lspci|grep VGA" in the Terminal. It showed this in response: VGA compatible controller: NVIDIA Corporation GK107 [GeForce GTX 650] (rev a1) The Terminal seems to recognize my graphics card. What it looks like to me, is that I don't have the proper driver, and I might be using my CPU's integrated graphics. When I switch around which driver I am using in that list, it still does not see my card in System Settings. Some of the drivers in the list give me some sort of OpenGL error when I try to run a game. It might just be that my games are running slow because the game developers have not optimized it for Ubuntu that well. However, that still doesn't take away from the fact that System Settings is not showing my NVIDIA card. TL;DR Version: How do I know if my video card is being recognized/used? If my video card is not being used, what is the best way fix that? Please make your answers easy to understand. I do not mind wordy responses, as long as I can follow what you're saying. Any help would be greatly appreciated! Thanks, Jabber5

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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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  • Updating ATI HD 5970 Graphics card - version errors?

    - by user55406
    I'm having an issue...My system specs is: Intel i7 960 6GM Corair XMS RAM ATI HD5970 graphics card Intel dx58so motherboard Cooler Master HAF 922 case 1.5TB Seagate hard drive Windows Vista x86 (32-bit). Here is my issue: when I go to AMD/ATI website to update my graphics card - it doesn't. when I type DxDiag and then click on display it tell me my version is 8.17.0 and its on 10.10.0 for the latest version. How can I get 8.17.0 too 10.10.0? I figure it would have done that after I updated the driver for my graphics card. 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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  • nouveau Unknown Fermi chipset

    - by Abood Mount
    I've installed a fresh install of Ubuntu 13.04 and whenever I start my laptop I get this output error [ 19.469816] nouveau ![ DEVICE][0000:01:00.0] unknown Fermi chipset [ 19.469846] nouveau E[ DEVICE][0000:01:00.0] unknown chipset, 0x0d7000a2 [ 19.469870] nouveau E[ DRM] failed to create 0x80000080, -22 [ 19.470095] nouveau: probe of 0000:01:00.0 failed with error -22 I have Lenovo G580 with nVidia Geforce 710m.

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  • about the JOGL 2 problem

    - by Chuchinyi
    Please some help me about the JOGL 2 problem(Sorry for previous error format). I complied JOGL2Template.java ok. but execut it with following error. D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more there is JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } }

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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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  • Create edges in Blender

    - by Mikey
    I've worked with 3DS Max in Uni and am trying to learn Blender. My problem is I know a lot of simple techniques from 3DS max that I'm having trouble translating into Blender. So my question is: Say I have a poly in the middle of a mesh and I want to split it in two. Simply adding an edge between two edges. This would cause a two 5gons either side. It's a simple technique I use every now and then when I want to modify geometry. It's called "Edge connect" in 3DS Max. In Blender the only edge connect method I can find is to create edge loops, not helpful when aiming at low poly iPhone games. Is there an equivalent in blender?

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • How to manage two video cards on a laptop that runs Ubuntu 10.10?

    - by Marc-François Cochaux-Laberge
    I have a laptop with two video cards. One ATI and on integrated Intel. On Windows, I can choose which video card I want to use. For example, I use the Intel card for normal use and for gaming, I switch to my ATI card for better performance, but a shorter battery life. In Ubuntu 10.10, only the Intel driver is installed, the ATI driver for my card doesn't work at all and there's heat coming out of my computer all the time, like when I'm playing video games on Windows. I think both cards are active, but only the Intel one is usefull. How can I solve this by making sure Ubuntu is aware of the two video cards and by disabling my ATI. Or may be I am all wrong about this?

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