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  • Which is generally considered faster or best practice: symlinks or Apache aliases?

    - by Christopher W. Allen-Poole
    I'm curious as to what most people's views are on this subject. Personally, I will almost always prefer symlinks unless I have no other option -- I find that it is far more obvious when someone is navigating the file system, but, on the other hand aliasing is more platform independent. Windows XP, for example, doesn't have anything remotely comparable to symlinks (NTFS junctions are not interpreted correctly by at least some environments), which means that anything which relies on symlinks in a *nix based system cannot be transferred. (I know that Windows 64x OS's have symlinks, but I've not seen if they can be read correctly by the environments previously mentioned) In addition to this, I was also wondering which is considered faster. Is this even possible to know? Do you have a conjecture? I would imagine that since symlinks are generally more low-level than Apache it would make sense that they would be referenced faster, but, on the other hand, I would guess that Apache is required to do a lookup in either case so it would be disk read dependent.

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  • Why can't I create an Alias Resource Record Set for an EC2 instance

    - by praterade
    I have been working with AWS for over a year, setting up EC2 instances, domains, ELBs, etc. When I want to assign a subdomain to an EC2 instance, I have to create an elastic IP (that I pay for), then assign a CNAME record to that elastic IP. When I want to assign a subdomain to an ELB (load balancer) instance, I just create an alias resource record set to the ELB. I've read over the docs and don't understand why AWS doesn't support aliasing to instances. Am I missing a key concept here? Wouldn't it be simpler to just alias EC2 instances and skip the whole elastic IP bit?

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  • Redhat | error in mod_swgi installation

    - by MMRUSer
    I'm getting the following error when I try to install mod_wsgi ./configure checking for apxs2... no checking for apxs... /usr/sbin/apxs checking Apache version... 2.2.3 configure: creating ./config.status config.status: creating Makefile make /usr/sbin/apxs -c -I/usr/local/include/python2.6 -DNDEBUG mod_wsgi.c -L/usr/local/lib -L/usr/local/lib/python2.6/config -lpython2.6 -lpthread -ldl -lutil -lm /apr-1/build/libtool --silent --mode=compile gcc -prefer-pic -O2 -g -pipe -Wall -Wp,-D_FORTIFY_SOURCE=2 -fexceptions -fstack-protector --param=ssp-buffer-size=4 -m32 -march=i386 -mtune=generic -fasynchronous-unwind-tables -fno-strict-aliasing -DLINUX=2 -D_REENTRANT -D_GNU_SOURCE -D_LARGEFILE64_SOURCE -pthread -I/usr/include/httpd -I/usr/include/apr-1 -I/usr/include/apr-1 -I/usr/local/include/python2.6 -DNDEBUG -c -o mod_wsgi.lo mod_wsgi.c && touch mod_wsgi.slo sh: /apr-1/build/libtool: No such file or directory apxs:Error: Command failed with rc=8323072 . make: *** [mod_wsgi.la] Error 1 mod_wsgi 3.2 Apache 2.2 Python 2.6 apr-1.2.7-11 Is this error because of a missing package.. or else how do I solve this issue?

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  • Alternative shell apps for OS X

    - by Joseph Silvashy
    This might sound ridiculous, but my eyes are tired of looking at the crappy font rendering in OS X's Terminal.app, is there anything you guys recommend? I know it's like one of those things that you can easily say, "It's shell! what more can you ask for!" but really, all these great methods for rendering fonts and anti-aliasing, and we developers haven't even integrated that into our most trusty tool... at least that I know of. Anyhow, let's discus shell alternatives, thoughts?

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  • emacs and putty on windows 7

    - by twilbrand
    My workstation was recently updated to Windows 7. I've downloaded putty and have configured it to the same settings I had under Vista. Whenever I ssh to a vm running Centos 5.4 and try to run emacs on a file, I'm getting an error about a connection to an X server: [ecto1 ~]$ emacs foo.bar Connection lost to X server `localhost:10.0' I never received this error message when I had Vista. I can get around it by aliasing emacs to 'emacs -nw', but I don't feel that I should have to do this. My co-worker has the same hardware that had the same upgrade and his sessions do not seem to be doing this. Any advice? I can't find anything on google and don't know where else to start. [ecto1 ~]$ emacs -version GNU Emacs 21.4.1

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  • Alternative terminal emulators for OS X

    - by Joseph Silvashy
    This might sound ridiculous, but my eyes are tired of looking at the crappy font rendering in OS X's Terminal.app, is there anything you guys recommend? I know it's like one of those things that you can easily say, "It's shell! what more can you ask for!" but really, all these great methods for rendering fonts and anti-aliasing, and we developers haven't even integrated that into our most trusty tool... at least that I know of. Anyhow, let's discus shell alternatives, thoughts?

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  • Let CGI-PHP load a non-default shared library.

    - by ralle
    In Apache2 I configured PHP as CGI in a virtual host: SetEnv PHPRC "/usr/local/php5.3" ScriptAlias /php5.3 "/usr/local/php5.3/bin" Action application/php5.3 /php5.3/php-cgi AddType application/php5.3 .php Everything works fine. Now I have some issues with the standard version of the GD because it restricts me in settings several hinting and anti-aliasing stuff for fonts. Therefore I want to modify the GD source and create a new shared library. Since I don't want a modifed library in my system I want only PHP to use that library. My question now: How can I change the Apache configuration in a way that PHP uses a certain new version of the library? Something like this does not work: ScriptAlias /php5.3 "LD_LIBRARY_PATH=/path/to/my/lib:$LD_LIBRARY_PATH /usr/local/php5.3/bin"

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  • Font problems after changing non-Unicode locale to Japanese

    - by Kawa
    I recently set my system locale for non-Unicode programs to Japanese and switched it back to American English shortly afterwards. Now, just about all my non-Unicode programs use a larger dialog font without any anti-aliasing instead of Segoe UI 9, as if running on a Japanese locale. One in particular has them switched, using Segoe UI when running on a Japanese locale (be it AppLocale or system) and the Japanese font on American English! Reinstalling that particular program, as a Google search suggested, didn't do anything but reset the toolbar positions. Using Windows 7 Home Premium, and quite confused by all this.

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  • Directory "Bookmarking" in Linux

    - by Jason R. Mick
    Aside from aliasing and links, is there an easy way in Linux to tag commonly used directories and to navigate to a commonly used directory from the terminal. To be clear the disadvantages I see with alternative approaches, and why I want a bookmark/favorites like system: alias Cons: Too specific (every new favorite requires a new alias...although you could in theory make an alias that echo append your dir as a new alias, which would be sort of clever). Can't nest favorites in folders (can't think of a simple solution to this outside of heavy config scripting). links Cons: Clutter directory make ls a headache. pushd/popd Cons: Non-permanent (without shell config file scripting), can't nest favorites in directories, etc. Granted I have multiple ideas for making my own non-standard solution, but before I have at it I wanted to get some perspective on what's out there and if there is nothing, what is a recommended approach. Does anyone know of such a favorites/bookmark-like terminal solution?

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  • Can DVI look different?

    - by queueoverflow
    I have a desktop with an nVidia GT 9500 which has two DVI slots. I have a 24" TN-Panel TFT on that and it looks pretty good. Then I hooked it onto the DisplayPort of my ThinkPad with the Intel HD 3000 card with an DP-DVI adapter and I think that the fonts look even clearer. Both computers run Kubuntu 12.04, although the ThinkPad is freshly set up, while the desktop is migrated from the previous release. Is this a hardware thing or is it just some setting in the anti-aliasing or sub-pixel-hinting?

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  • How can I install a 32bit python on 64 bit Ubuntu

    - by moose
    I am using Ubuntu 10.10 (Linux pc07 2.6.35-27-generic #48-Ubuntu SMP Tue Feb 22 20:25:46 UTC 2011 x86_64 GNU/Linux) and the default python package (Python 2.6.6). I would like to install python-psyco to improve the performance of one of my scripts, but only python-psyco-doc is available for 64 bit. I tried a virtual machine, but the the performance boost is much less on the virtual machine than on a "real" installed 32-bit Ubuntu. So my question is: How can I install a 32Bit Python with psyco on my 64Bit Ubuntu machine? edit: I've found this article and made this: Download "Python 2.7.1 bzipped source tarball" from http://python.org/download/ Go in the directory where you decompressed "Python 2.7.1" $ OPT=-m32 LDFLAGS=-m32 ./configure --prefix=/opt/pym32 $ make But I got this error: gcc -pthread -m32 -Xlinker -export-dynamic -o python \ Modules/python.o \ libpython2.7.a -lpthread -ldl -lutil -lm libpython2.7.a(posixmodule.o): In function `posix_tmpnam': /home/moose/Downloads/Python-2.7.1/./Modules/posixmodule.c:7346: warning: the use of `tmpnam_r' is dangerous, better use `mkstemp' libpython2.7.a(posixmodule.o): In function `posix_tempnam': /home/moose/Downloads/Python-2.7.1/./Modules/posixmodule.c:7301: warning: the use of `tempnam' is dangerous, better use `mkstemp' Segmentation fault make: *** [sharedmods] Fehler 139 edit2: Now I've found http://indefinitestudies.org/2010/02/08/how-to-build-32-bit-python-on-ubuntu-9-10-x86_64/ and it seems like this worked: $ cd Python-2.7.1 $ CC="gcc -m32" LDFLAGS="-L/lib32 -L/usr/lib32 \ -Lpwd/lib32 -Wl,-rpath,/lib32 -Wl,-rpath,/usr/lib32" \ ./configure --prefix=/opt/pym32 $ make $ sudo make install But installing psyco didn't work: Download the lastest snapshot: http://psyco.sourceforge.net/download.html Extract it and go into the folder $ python setup.py install This error appeared: PROCESSOR = 'ivm' running install running build running build_py running build_ext building 'psyco._psyco' extension gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -DALL_STATIC=1 -Ic/ivm -I/usr/include/python2.6 -c c/psyco.c -o build/temp.linux-x86_64-2.6/c/psyco.o In file included from c/psyco.c:1: c/psyco.h:9: fatal error: Python.h: Datei oder Verzeichnis nicht gefunden compilation terminated. error: command 'gcc' failed with exit status 1

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  • PHP 5.4 Support: Traits

    - by Ondrej Brejla
    Hi all! Today we would like to intorduce you another new PHP 5.4 feature for NetBeans 7.2 which is called Traits. Note: All PHP 5.4 features are available in your projects after setting Project Properties -> Sources -> PHP Version to PHP 5.4 value, or after choosing the same value during a PHP Project creation (in New Project Wizard). If you don't know, what Traits are, just look at the official documentation, or RFC. So what is that exact Trait support in NetBeans? Syntax is recognized correctly and code completion offers declared, inherited stuff from used traits. Note: Just one thing is not supported yet - resolving name conflicts and aliasing of method names (it means that you will not have these "virtual" names in your code completion). We would like to implement it in some next NetBeans release. Sorry for any inconvenience. That's all for today and as usual, please test it and if you find something strange, don't hesitate to file a new issue (component php, subcomponent Editor). Thanks.

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  • Bad style programming, am I pretending too much?

    - by Luca
    I realized to work in an office with a quite bad code base. The base library implemented in years and years is quite limited, and most of that code is, honestly, horrible. Projects developed in the office are very large. Fine. I could define me a "perfectionist" (but often I'm not), and I thought to refactor an application (really a portion), which need a new (complex) feature. But, today, I really realized that it's not possible to refactor that application modules with a reasonable time (say, 24/26 hours, respect the avaialable time for the task, which is 160 hours). I'm talking about (I am a bit ashamed to say) name collisions, large and frequent cut & paste code, horrible and misleading naming, makefiles without dependencies (!), application login is spread randomly across many different sources, dead code, variable aliasing, no assertion, no documentation, very long source files, bad/incomplete include file definition, (this is emblematic!) very frequent extern declaration of variables and functions, ... I'm sure to continue ... buffer overflows because sprintf, indentation (!), spacing, non existent const modifier usage. I would say that every source line was written quite randomly when needed, without keeping in mind some design (at least, the obvious one). (Am I in hell?) The problem arises when the application is developed by a colleague of mine. I felt very frustrated. So, I decided to expose the "situation" to my colleague; at the end, that was a bad idea. He is justified in saying that "the application was developed in haste, so it is natural that it is written vaguely; you are wasting time to think and implement an elegant implementation" .... I'm asking too much from my colleague to write readable code, which is managed and documented? I expect too much in not having to read thousands of lines of code to understand how a particular logic?

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  • Fonts look bad in Microsoft Office using Wine

    - by amfcosta
    Office fonts in wine look very different from what they look in Windows or LibreOffice. As can be seen from the attached screenshots, they look blurry in some sizes and aliased in other sizes. You can see the differences not only in the document text but also in the ribbon menu. It happens with a lot of fonts. I'm testing it with Office 2010 now, but it also happens in Office 2007. Things I've tried: Changing fontsmooth settings with winetricks - made no difference. Copying fonts from a Windows system - made no difference. Using Ubuntu's fonts (by removing the Windows/Fonts from the wineprefix) - removed the blurriness in some fonts but increased aliasing. The three screenshots correspond to different "configurations": office_wine.png - Office Word in Wine using Wine's original fonts; office_nowinefonts.png - Office Word in Wine using Ubuntu's fonts; office_windows.png - Office Word in Windows. PS: please make sure to see the screenshots without scaling them to notice the problem. EDIT: A screenshot of how Calibri behaves in Wine here.

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  • Build a gem with native extension (Gem::Installer::ExtensionBuildError)

    - by Arnaud Leymet
    I have the following configuration: uname -a : Linux 2.6.24.2 i686 GNU/Linux (Ubuntu) ruby -v : ruby 1.9.0 (2007-12-25 revision 14709) [i486-linux] rails -v : Rails 3.0.0.beta3 gem -v : 1.3.5 rake --version : rake, version 0.8.7 make -v : GNU Make 3.81 gem env : RUBYGEMS VERSION: 1.3.5 RUBY VERSION: 1.9.0 (2007-12-25 patchlevel 0) [i486-linux] INSTALLATION DIRECTORY: /usr/lib/ruby1.9/gems/1.9.0 RUBY EXECUTABLE: /usr/bin/ruby1.9 EXECUTABLE DIRECTORY: /usr/bin RUBYGEMS PLATFORMS: ruby x86-linux GEM PATHS: /usr/lib/ruby1.9/gems/1.9.0 /root/.gem/ruby/1.9.0 GEM CONFIGURATION: :update_sources = true :verbose = true :benchmark = false :backtrace = false :bulk_threshold = 1000 REMOTE SOURCES: http://gems.rubyforge.org/ And when I try this simple command: gem install nokogiri Here is what I get: # gem install nokogiri Building native extensions. This could take a while... ERROR: Error installing nokogiri: ERROR: Failed to build gem native extension. /usr/bin/ruby1.9 extconf.rb checking for iconv.h in /opt/local/include/,/opt/local/include/libxml2,/opt/local/include,/opt/local/include,/opt/local/include/libxml2,/usr/local/include,/usr/local/include/libxml2,/usr/include,/usr/include/libxml2,/usr/include,/usr/include/libxml2... yes checking for libxml/parser.h in /opt/local/include/,/opt/local/include/libxml2,/opt/local/include,/opt/local/include,/opt/local/include/libxml2,/usr/local/include,/usr/local/include/libxml2,/usr/include,/usr/include/libxml2,/usr/include,/usr/include/libxml2... yes checking for libxslt/xslt.h in /opt/local/include/,/opt/local/include/libxml2,/opt/local/include,/opt/local/include,/opt/local/include/libxml2,/usr/local/include,/usr/local/include/libxml2,/usr/include,/usr/include/libxml2,/usr/include,/usr/include/libxml2... yes checking for libexslt/exslt.h in /opt/local/include/,/opt/local/include/libxml2,/opt/local/include,/opt/local/include,/opt/local/include/libxml2,/usr/local/include,/usr/local/include/libxml2,/usr/include,/usr/include/libxml2,/usr/include,/usr/include/libxml2... yes checking for xmlParseDoc() in -lxml2... yes checking for xsltParseStylesheetDoc() in -lxslt... yes checking for exsltFuncRegister() in -lexslt... yes checking for xmlRelaxNGSetParserStructuredErrors()... yes checking for xmlRelaxNGSetParserStructuredErrors()... yes checking for xmlRelaxNGSetValidStructuredErrors()... yes checking for xmlSchemaSetValidStructuredErrors()... yes checking for xmlSchemaSetParserStructuredErrors()... yes creating Makefile make cc -I. -I/usr/include/libxml2 -I/usr/include -I/usr/include/ruby-1.9.0/i486-linux -I/usr/include/ruby-1.9.0 -I. -DHAVE_XMLRELAXNGSETPARSERSTRUCTUREDERRORS -DHAVE_XMLRELAXNGSETPARSERSTRUCTUREDERRORS -DHAVE_XMLRELAXNGSETVALIDSTRUCTUREDERRORS -DHAVE_XMLSCHEMASETVALIDSTRUCTUREDERRORS -DHAVE_XMLSCHEMASETPARSERSTRUCTUREDERRORS -I/opt/local/include/ -I/opt/local/include/libxml2 -I/opt/local/include -D_FILE_OFFSET_BITS=64 -fPIC -fno-strict-aliasing -g -fPIC -g -DXP_UNIX -O3 -Wall -Wcast-qual -Wwrite-strings -Wconversion -Wmissing-noreturn -Winline -o xml_document_fragment.o -c xml_document_fragment.c In the included file starting at ./nokogiri.h:75, From ./xml_document_fragment.h:4, From xml_document_fragment.c:1: ./xml_document.h:5:16: error: st.h : No file or folder with this type make: *** [xml_document_fragment.o] Error 1 Gem files will remain installed in /usr/lib/ruby1.9/gems/1.9.0/gems/nokogiri-1.4.1 for inspection. Results logged to /usr/lib/ruby1.9/gems/1.9.0/gems/nokogiri-1.4.1/ext/nokogiri/gem_make.out The "gem_make.out" file contains the exact same information as described above. If I try with another gem: gem install gherkin Here is what I get: u# gem install gherkin Building native extensions. This could take a while... ERROR: Error installing gherkin: ERROR: Failed to build gem native extension. /usr/bin/ruby1.9 extconf.rb checking for main() in -lc... yes creating Makefile make cc -I. -I/usr/include/ruby-1.9.0/i486-linux -I/usr/include/ruby-1.9.0 -I. -D_FILE_OFFSET_BITS=64 -fPIC -fno-strict-aliasing -g -fPIC -o gherkin_lexer_ar.o -c gherkin_lexer_ar.c /Users/aslakhellesoy/scm/gherkin/tasks/../ragel/i18n/ar.c.rl:11:16: erreur: re.h : Aucun fichier ou dossier de ce type make: *** [gherkin_lexer_ar.o] Erreur 1 Gem files will remain installed in /usr/lib/ruby1.9/gems/1.9.0/gems/gherkin-1.0.30 for inspection. Results logged to /usr/lib/ruby1.9/gems/1.9.0/gems/gherkin-1.0.30/ext/gherkin_lexer_ar/gem_make.out In fact whenever I try to install a gem with native extension, I get the same type of error. Would that ring a bell to anyone?

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  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

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  • Alpha From PNGs Butchered

    - by ashes999
    I have a pretty vanilla Monogame game. I'm using PNG for all my sprites (made in Photoshop). I noticed that XNA is butchering the aliasing; no matter what I do, my graphics appear jaggedy. Below is a screenshot. The bottom half is what XNA shows me when I zoom in 2X using a Matrix on my GraphicsDevice (to make the effect more obvious). The top is when I pasted the same sprites from Photoshop and scaled them to 200%. Note that partially transparent pixels are turning whiteish. Is there a way to fix this? What am I doing wrong? Here's the relevant call to draw to the SpriteBatch: spriteBatch.Draw(this.texture, this.positionVector, null, Color.White, this.Angle, this.originVector, 1f, SpriteEffects.None, 0f); (this.positionVector can easily be Vector.Zero; Color.White as 100% alpha, I think; this.Angle can be a real angle (small > in the image) or zero (the orb itself).

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  • How to make my simple round sprite look right in XNA

    - by Joshua Perina
    Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is the edges show up rough when I draw it on the screen even with the exact size. The anti-aliasing is missing. I'm sure I'm missing something very simple: GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(circle, new Rectangle(10, 10, 10, 10), Color.White); spriteBatch.End(); Couldn't post picture because I'm a first time poster. But my smooth png circle has rough edges. So I found that if I added: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied); I can get a smooth image when the image is the same size as the original png. But if I want to scale that image up or down then the rough edges return. How do I get XNA to smoothly resize my simple round image to a smaller size without getting the rough edges?

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  • Vector-based fonts vs. bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • OpenGL render to texture causing edge artifacts

    - by mysticalOso
    This is my first post here so any help would be massively appreciated :) I'm using C++ with SDL and OpenGL 3.3 When rendering directly to screen I get the following result And when I render to texture I this happens Anti-aliasing is turned off for both. I'm guessing this has something to do with depth buffer accuracy but I've tried a lot of different methods to improve the result but, no success :( I'm currently using the following code to set up my FBO: GLuint frameBufferID; glGenFramebuffers(1, &frameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferID); glGenTextures(1, &coloursTextureID); glBindTexture(GL_TEXTURE_2D, coloursTextureID); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SCREEN_WIDTH,SCREEN_HEIGHT,0,GL_RGB,GL_UNSIGNED_BYTE,NULL); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Depth buffer setup GLuint depthrenderbuffer; glGenRenderbuffers(1, &depthrenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, SCREEN_WIDTH,SCREEN_HEIGHT); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, coloursTextureID, 0); GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, DrawBuffers); // if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; Thank you so much for any help :)

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  • What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • passing parameters to .aspx page using renderpartial

    - by dexter
    in my index.aspx page i want to render another module.aspx page using renderpartial which then render a .htm file depanding on which parameter is passed from index.aspx (it would be number ie 1,2 etc ,so as to call different different .htm file everytime depending on the parameter) 1). now i want Index.aspx page to render module.aspx and pass it a parameter(1,2,3,etc) [the parameters would be passed programatically (hardcoded)] and 2). mudule.aspx should catch the parameter and depending on it will call .htm file my index.aspx has <% ViewData["TemplateId"] = 1; %> <% Html.RenderPartial("/Views/Templates/MyModule.aspx", ViewData["TemplateId"]); %> and module.aspx contains <%@ Page Language="C#" Inherits="System.Web.Mvc.ViewPage" %> <script type="text/javascript" src="/Scripts/jquery-1.3.2.js"></script> <script type="text/javascript" src="/Scripts/Service.js"></script> <script type="text/javascript"> debugger; var tid = '<%=ViewData["TemplateId"] %>'; $.get("/Templates/Select/" + tid, function(result) { $("#datashow").html(result); }); </script> <div id="datashow"></div> this is my controller which is called by $.get(....) (see code) public ActionResult Select(int id) { return File("/Views/Templates/HTML_Temp" +id.ToString()+".htm" , "text/html"); } and finally my .htm file <div id="divdata" class="sys-template"> <p>Event Title:<input id="title" size="150" type="text" style="background-color:yellow;font-size:25px;width: 637px;" readonly="readonly" value="{{title}}" /> </p> <p>Event Description:<input type="text" id="description" value="{{ description }}" readonly="readonly" style="width: 312px" /></p> <p>Event Date: <input type="text" id="date" value="{{ date }}" readonly="readonly" style="width: 251px"/></p> <p>Keywords : <input type="text" id="keywords" value="{{keywords}}" readonly="readonly" /></p> </div> <script type="text/javascript"> Sys.Application.add_init(appInit); function appInit() { start(); } </script> start() is javascript method which is in file Service.js when i run this programm it gives me error js runtime error: 'object expected' and debugger highlighted on <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/**xhtml**1-strict.dtd"> pls help me solve the problem

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  • New Facebook like button HTML validation

    - by Eric Di Bari
    After adding the new facebook like button to my page, it no longer validates using XHTML strict. The two errors I come across are: 1. All of the "meta property" tags say that "there is no attribute "property"" 2. All of the variables used in the like button line are listed that there are no attributes for it. The line is as follows:

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  • Pixel bender shaders with multiple outputs in flash?

    - by sold
    According to the pixel bender specs a shader can have one or more outputs. The pixel bender toolkit, whose "export to flash" option tends to be preety strict about the flash specific do's and dont's, would even compile such a shader without complaints. However actionscript's shader related classes seem to be geared toward single output shaders. Is there any way to have multiple shader outputs in flash?

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  • How can I get the new Facebook Javascript SDK to work in IE8?

    - by archbishop
    I've boiled down my page to the simplest possible thing, and it still doesn't work in IE8. Here's the entire html page: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xmlns:fb="http://www.facebook.com/2008/fbml" xml:lang="en" lang="en"> <head></head> <body> <div id="fb-root"></div> <fb:login-button></fb:login-button> <script src="http://connect.facebook.net/en_US/all.js"></script> <script> FB.init({appId: 'd663755ef4dd07c246e047ea97b44d6a', status: true, cookie: true, xfbml: true}); FB.Event.subscribe('auth.sessionChange', function(response) { alert(JSON.stringify(response)); }); FB.getLoginStatus(function (response) { alert(JSON.stringify(response)); }); </script> </body> </html> In firefox, safari, and chrome (on a mac), I get the behavior I expect: if I am not logged into Facebook, I get a dialog on page load with an empty session. When I click the Login button and log in, I get a second dialog with a session. If I am logged into Facebook, I get two dialogs with sessions: one from the getLoginStatus call, and another from the event. In IE8, I get no dialogs when I load the page. The getLoginStatus callback is not invoked. When I click the Login button, I get a dialog, but it has a very strange error in it: Invalid Argument The Facebook Connect cross-domain receiver URL (http://static.ak.fbcdn.net/connect/xd_proxy.php#?=&cb=f3e91da434653f2&origin=http%3A%2F%2Fsword.sqprod.com%2Ff210cba91f2a6d4&relation=opener&transport=flash&frame=f27aa957225164&result=xxRESULTTOKENxx) must have the application's Connect URL (http://mysiteurl.com/) as a prefix. You can configure the Connect URL in the Application Settings Editor. I've sanitized the Connect URL above, but it is correct. The dialog does have username/password fields. If I log in, the dialog box gets redirected to my Connect URL, but there's no fb cookie, so of course nothing works. What am I doing wrong here?

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