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  • runtime error: invalid memory address or nil pointer dereference

    - by Klink
    I want to learn OpenGL 3.0 with golang. But when i try to compile some code, i get many errors. package main import ( "os" //"errors" "fmt" //gl "github.com/chsc/gogl/gl33" //"github.com/jteeuwen/glfw" "github.com/go-gl/gl" "github.com/go-gl/glfw" "runtime" "time" ) var ( width int = 640 height int = 480 ) var ( points = []float32{0.0, 0.8, -0.8, -0.8, 0.8, -0.8} ) func initScene() { gl.Init() gl.ClearColor(0.0, 0.5, 1.0, 1.0) gl.Enable(gl.CULL_FACE) gl.Viewport(0, 0, 800, 600) } func glfwInitWindowContext() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "glfw_Init: %s\n", err) glfw.Terminate() } glfw.OpenWindowHint(glfw.FsaaSamples, 1) glfw.OpenWindowHint(glfw.WindowNoResize, 1) if err := glfw.OpenWindow(width, height, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "glfw_Window: %s\n", err) glfw.CloseWindow() } glfw.SetSwapInterval(1) glfw.SetWindowTitle("Title") } func drawScene() { for glfw.WindowParam(glfw.Opened) == 1 { gl.Clear(gl.COLOR_BUFFER_BIT) vertexShaderSrc := `#version 120 attribute vec2 coord2d; void main(void) { gl_Position = vec4(coord2d, 0.0, 1.0); }` vertexShader := gl.CreateShader(gl.VERTEX_SHADER) vertexShader.Source(vertexShaderSrc) vertexShader.Compile() fragmentShaderSrc := `#version 120 void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; }` fragmentShader := gl.CreateShader(gl.FRAGMENT_SHADER) fragmentShader.Source(fragmentShaderSrc) fragmentShader.Compile() program := gl.CreateProgram() program.AttachShader(vertexShader) program.AttachShader(fragmentShader) program.Link() attribute_coord2d := program.GetAttribLocation("coord2d") program.Use() //attribute_coord2d.AttribPointer(size, typ, normalized, stride, pointer) attribute_coord2d.EnableArray() attribute_coord2d.AttribPointer(0, 3, false, 0, &(points[0])) //gl.DrawArrays(gl.TRIANGLES, 0, len(points)) gl.DrawArrays(gl.TRIANGLES, 0, 3) glfw.SwapBuffers() inputHandler() time.Sleep(100 * time.Millisecond) } } func inputHandler() { glfw.Enable(glfw.StickyKeys) if glfw.Key(glfw.KeyEsc) == glfw.KeyPress { //gl.DeleteBuffers(2, &uiVBO[0]) glfw.Terminate() } if glfw.Key(glfw.KeyF2) == glfw.KeyPress { glfw.SetWindowTitle("Title2") fmt.Println("Changed to 'Title2'") fmt.Println(len(points)) } if glfw.Key(glfw.KeyF1) == glfw.KeyPress { glfw.SetWindowTitle("Title1") fmt.Println("Changed to 'Title1'") } } func main() { runtime.LockOSThread() glfwInitWindowContext() initScene() drawScene() } And after that: panic: runtime error: invalid memory address or nil pointer dereference [signal 0xb code=0x1 addr=0x0 pc=0x41bc6f74] goroutine 1 [syscall]: github.com/go-gl/gl._Cfunc_glDrawArrays(0x4, 0x7f8500000003) /tmp/go-build463568685/github.com/go-gl/gl/_obj/_cgo_defun.c:610 +0x2f github.com/go-gl/gl.DrawArrays(0x4, 0x3, 0x0, 0x45bd70) /tmp/go-build463568685/github.com/go-gl/gl/_obj/gl.cgo1.go:1922 +0x33 main.drawScene() /home/klink/Dev/Go/gogl/gopher/exper.go:85 +0x1e6 main.main() /home/klink/Dev/Go/gogl/gopher/exper.go:116 +0x27 goroutine 2 [syscall]: created by runtime.main /build/buildd/golang-1/src/pkg/runtime/proc.c:221 exit status 2

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  • Draw multiple objects with textures

    - by Simplex
    I want to draw cubes using textures. void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) { UserData *userData = (UserData*) esContext->userData; ESMatrix modelview; ESMatrix perspective; //Manipulation with matrix ... glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //in cubeFaces coordinates verticles cube glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //for normals (use in fragment shaider for textures) glEnableVertexAttribArray(userData->positionLoc); glEnableVertexAttribArray(userData->normalLoc); // Load the MVP matrix glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat*)&userData->mvpMatrix.m[0][0]); //Bind base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId); //Set the base map sampler to texture unit to 0 glUniform1i(userData->baseMapLoc, 0); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); } (coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called: void Draw(ESContext *esContext) { UserData *userData = esContext->userData; // Set the viewport glViewport(0, 0, esContext->width, esContext->height); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { ... // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

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  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • rotating spheres

    - by Dave
    I want to continuously rotate 2 spheres, however the rotation does not seem to work. Here is my code: float angle = 0.0f; void light(){ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); // Create light components GLfloat positionlight1[] = { 9.0, 5.0, 1.0, 0.0 }; GLfloat positionlight2[] = {0.2,2.5,1.3,0.0}; GLfloat light_ambient1[] = { 0.0, 0.0, 1.0, 1.0}; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, positionlight1); glLightfv(GL_LIGHT1, GL_POSITION, positionlight2); } void changeSize(int w, int h) { if (h==0) // Prevent A Divide By Zero By { h=1; // Making Height Equal One } glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glViewport(0,0,w,h);// Reset The Current Viewport // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix // Reset The Modelview Matrix } void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); //set where to start the current object glTranslatef(0.0,1.2,-6); glRotatef(angle,0,1.2,-6); glutSolidSphere(1,50,50); glPopMatrix(); //end the current object transformations glPushMatrix(); //set where to start the current object glTranslatef(0.0,-2,-6); glRotatef(angle,0,-2,-6); glutSolidSphere(0.5,50,50); glPopMatrix(); //end the current object transformations angle=+0.1; glutSwapBuffers(); } int main(int argc, char **argv) { // init GLUT and create window glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Hello World"); // register callbacks light(); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); // enter GLUT event processing loop glutMainLoop(); return 1; } Graphicstest::Graphicstest(void) { } In the renderscene where i draw,translate and rotate my 2 spheres. It does not seem to rotate the spheres continuously. What am i doing wrong?

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  • Summary of our Recent Pull Request Enhancements on CodePlex

    Over the past several weeks, we’ve been incrementally rolling out a bunch of enhancements around our pull request workflow for Git and Mercurial projects. Our goal is to make contributing to open source projects a simple and rewarding experience, and we’ll continue to invest in this area. Here’s a summary of the changes so far, in case you’ve missed them. As always, if you have any feedback, please let us know, whether on our ideas page or via Twitter. Support for branches You can now pick the source and destination branches for your pull request, whether you’re sending one from your fork, or using it within a project to collaborate with your other trusted contributors. A redesigned creation experience Our old pull request creation form was rather lacking. It asked for a title and comment in a small modal dialog, but that was about it. We knew we could do better, so we rethought the experience. Now, when you create a pull request, you’re taken to a new page that let’s you select the source and destination, and gives you information on the diffs and commits that you’re sending, so you can confirm that you’re sending the right set of changes. Inline code snippets in discussion If users comment on code in your pull request, we now display a preview of the snippet of relevant code inline with their comment on the discussion. Subsequent replies on that line are combined in a single thread to preserve your context. No more clicking and hunting to find where the comments are. And you can add another inline comment right from the discussion area. Comment notifications You can now elect receive an e-mail notification if a user comments on your pull request. If it’s on a line of code, we’ll display the relevant code snippet in the e-mail. Redesigned diff viewer Our old diff viewer hadn’t been touched in a while, and was in need of an update. We started with a visual facelift to use standard red/green colors for additions/deletions and remove the noisy “dots” that represented spaces and that littered the diff viewer. Based on feedback that the viewable region for diffs was too small, especially for smaller screen resolutions, we revamped the way the viewport for the code is sized, and now expand it to fill the majority of the browser height when scrolling down. The set of improvements we implemented here also apply anywhere diffs are viewed, not just for pull requests.

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • How can I forward an application with X11 in grayscale

    - by ??????? ???????????
    I am trying to run a graphical application at home and display it on a it on a laptop which is located about six routing hops away. The problem is that the connection is so slow (or rather there is so much GOOEY being transfered) that the mouse is unresponsive and it takes a "long time" to redraw the window even at a resolution of 800x600 pixels. The connection speeds are 10MBit up at home and about 1MBit down on the laptop, which I think should be sufficient for looking at some GUI in (almost) real time. Since this traffic is sent over over a secure shell, I have enabled Compression with highest CompressionLevel along with Ciphers set to blowfish-cbc. This has substantially improved the responsiveness of the application, making it nearly usable. However, my goal is to improve the performance even further by sacrificing colors and even frame rate. The application to be displayed a Qemu SDL window with a graphically-oriented OS in it. This is not strictly relevant, but perhaps there are options to tweak the SDL output which I am not aware of. A possible workaround would be to run the application in a "hidden" X server and enabling TigerVNC on that X server. This would automatically give me the benefits of an optimized VNC viewport, but the goal is to do without (reduce complexity). The question I'm asking is what are my options for reducing the data-rate generated on the server in order to make the graphical application more usable on the client. As mentioned, colors are not important and I could probably work with 5-16 fps. Both machines are running Gentoo with the software in question being: workstation X.Org X Server 1.10.4 OpenSSH_5.8p1-hpn13v10, OpenSSL 1.0.0e QEMU emulator version 0.15.1 (qemu-kvm-0.15.1) laptop X.Org X Server 1.12.2 OpenSSH_5.8p1-hpn13v10lpk, OpenSSL 1.0.0j

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  • X11 performance problem after upgrading from Centos3 to Centos5 with an ATI Rage XL

    - by Marcelo Santos
    After upgrading a computer from Centos3 to Centos5 an application that does a lot of scrolling took a very high performance hit. top tells me that X is using a lot of CPU and that was not happening before. The machine has an ATI Rage XL with 8MB and X is using the ati driver as there is no proprietary ATI driver for this board on linux. The xorg.conf: Section "Device" Identifier "Videocard0" Driver "ati" EndSection Section "Screen" Identifier "Screen0" Device "Videocard0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 Modes "1024x768" "800x600" "640x480" EndSubSection EndSection Section "DRI" Group 0 Mode 0666 EndSection A similar machine that still has Centos3 installed is able to start DRI on the X server while this one is not, this is the Xorg.0.log for the Centos5 machine: drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed [drm] failed to load kernel module "mach64" (II) ATI(0): [drm] drmOpen failed (EE) ATI(0): [dri] DRIScreenInit Failed (II) ATI(0): Largest offscreen areas (with overlaps): (II) ATI(0): 1024 x 1279 rectangle at 0,768 (II) ATI(0): 768 x 1280 rectangle at 0,768 (II) ATI(0): Using XFree86 Acceleration Architecture (XAA) Screen to screen bit blits Solid filled rectangles 8x8 mono pattern filled rectangles Indirect CPU to Screen color expansion Solid Lines Offscreen Pixmaps Setting up tile and stipple cache: 32 128x128 slots 10 256x256 slots (==) ATI(0): Backing store disabled (==) ATI(0): Silken mouse enabled (II) ATI(0): Direct rendering disabled (==) RandR enabled I also tried using EXA instead of XAA and setting: Option "AccelMethod" "XAA" Option "XAANoOffscreenPixmaps" "true" uname -a Linux sir5.erg.inpe.br 2.6.18-128.7.1.el5 #1 SMP Mon Aug 24 08:20:55 EDT 2009 i686 i686 i386 GNU/Linux rpm -qa | grep xorg-x11-server xorg-x11-server-utils-7.1-4.fc6 xorg-x11-server-sdk-1.1.1-48.52.el5 xorg-x11-server-Xvfb-1.1.1-48.52.el5 xorg-x11-server-Xnest-1.1.1-48.52.el5 xorg-x11-server-Xorg-1.1.1-48.52.el5 The drmOpenDevice error continues when using the suggested Option "AIGLX" "true".

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  • nVidia performance with newer X and newer driver abysmal with Compiz

    - by Nakedible
    I recently upgraded Debian to Xorg 2.9.4 and installed nvidia-glx from experimental, version 260.19.21. This was somewhat of an uphill battle as the dependencies for the experimental nvidia-glx package are still somewhat broken. I got it to work without forcing the installation of any packages and without modifying the packages. However, after the upgrade compiz performance has been abysmal. I am using the desktop wall plugin and switching viewports is really slow - takes a few seconds for each switch. In addition to this, every effect that compiz does, such as zoom animations for icons when launching applications, takes seconds. The viewport switching speed changes relative to the amount of windows on that virtual screen - empty screens switch almost at normal speed, single browser windows work almost decently, but just 4 rxvt terminals slows the switches down to a crawl. My compiz configuration should be pretty basic. Xorg is likewise configured without anything special - the only "custom" configuration is forcing the driver name to be "nvidia". I've fiddled around with the nvidia-settings and compizconfig trying different VSync settings, but none of those helped. My graphics card is: NVIDIA GPU NVS 3100M (GT218) at PCI:1:0:0 (GPU-0). This is laptop GPU that is from the Geforce GTX 200 series. Graphics card performance should naturally be no problem.

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  • X11 performance problem after upgrading from Centos3 to Centos5 with an ATI Rage XL

    - by Marcelo Santos
    After upgrading a computer from Centos3 to Centos5 an application that does a lot of scrolling took a very high performance hit. top tells me that X is using a lot of CPU and that was not happening before. The machine has an ATI Rage XL with 8MB and X is using the ati driver as there is no proprietary ATI driver for this board on linux. The xorg.conf: Section "Device" Identifier "Videocard0" Driver "ati" EndSection Section "Screen" Identifier "Screen0" Device "Videocard0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 Modes "1024x768" "800x600" "640x480" EndSubSection EndSection Section "DRI" Group 0 Mode 0666 EndSection A similar machine that still has Centos3 installed is able to start DRI on the X server while this one is not, this is the Xorg.0.log for the Centos5 machine: drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed [drm] failed to load kernel module "mach64" (II) ATI(0): [drm] drmOpen failed (EE) ATI(0): [dri] DRIScreenInit Failed (II) ATI(0): Largest offscreen areas (with overlaps): (II) ATI(0): 1024 x 1279 rectangle at 0,768 (II) ATI(0): 768 x 1280 rectangle at 0,768 (II) ATI(0): Using XFree86 Acceleration Architecture (XAA) Screen to screen bit blits Solid filled rectangles 8x8 mono pattern filled rectangles Indirect CPU to Screen color expansion Solid Lines Offscreen Pixmaps Setting up tile and stipple cache: 32 128x128 slots 10 256x256 slots (==) ATI(0): Backing store disabled (==) ATI(0): Silken mouse enabled (II) ATI(0): Direct rendering disabled (==) RandR enabled I also tried using EXA instead of XAA and setting: Option "AccelMethod" "XAA" Option "XAANoOffscreenPixmaps" "true" uname -a Linux sir5.erg.inpe.br 2.6.18-128.7.1.el5 #1 SMP Mon Aug 24 08:20:55 EDT 2009 i686 i686 i386 GNU/Linux rpm -qa | grep xorg-x11-server xorg-x11-server-utils-7.1-4.fc6 xorg-x11-server-sdk-1.1.1-48.52.el5 xorg-x11-server-Xvfb-1.1.1-48.52.el5 xorg-x11-server-Xnest-1.1.1-48.52.el5 xorg-x11-server-Xorg-1.1.1-48.52.el5 The drmOpenDevice error continues when using the suggested Option "AIGLX" "true".

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  • Display with intel integrated graphics, bitcoin mine with Radeon 6950

    - by karategeek6
    I'm on Ubuntu Linux 11.04 64 bit. I have an intel i5 with integrated graphics and a Radeon 6950, with one monitor. I would like to run my graphics on the integrated card, and run bitcoin mining on the 6950. I have bitcoin mining working when I use the 6950 for both display and mining. Every time I try and and use the integrated graphics instead, OpenCL doesn't recognize my 6950. Using aticonfig --initial when using the integrated graphics for display breaks things. So I used the xorg.conf it created as a basis and tried to manually edit it. I really don't know what I'm doing, though. My last attempt is given below. The graphics ran off the integrated card, but the 6950 wasn't recognized. Any help would be greatly appreciated! xorg.conf: #Section "ServerLayout" # Identifier "Intel Layout" # Screen "Default Screen" # Identifier "aticonfig Layout" # Screen "aticonfig-Screen[0]-0" # Screen 0 "aticonfig-Screen[0]-0" 0 0 #EndSection Section "Module" Load "glx" EndSection # Intel Section "Device" Identifier "Intel Integrated Graphics" Driver "intel" BusID "PCI:0:2:0" EndSection Section "Monitor" Identifier "Default Monitor" Option "VendorName" "Monitor Vendor" Option "ModelName" "Monitor Name" Option "DPMS" "true" EndSection Section "Screen" Identifier "Default Screen" Device "Intel Integrated Graphics" Monitor "Default Monitor" DefaultDepth 24 EndSection # ATI Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • Flickering dual screens in Virtual Box Ubuntu 13.10 Guest

    - by alexleonard
    I have Ubuntu 13.10 x64 installed as a guest in VirtualBox (under a Windows 8.1 host) and have the settings for the virtual machine setup to run with a monitor count of 2, 128MB video memory and 3D acceleration enabled. In my guest I have the virtual box additions installed (which allowed me to have two 1920x1080 screens). Here's a screenshot of my VM settings. My laptop is an Asus N550JV which has both Intel's HD Graphics 4600 GPU and Nvidia's GeForce GT 750M. By default though I believe the Intel GFX card is being used to render the VM. When I boot up the VM it loads perfectly on dual screens, however whenever I move the mouse from one screen to the other (I have a Dell S2340L running over a HDMI connection as a second screen) the screen flickers. I've tried a variety of settings changes in both Ubuntu and the VM settings, but cannot seem to stop this screen flicker. I also used the NVidia control panel in Windows to force the dedicated graphics card to always be used but found that the display driver sometimes crashed whilst working in the VM, resulting in my VM session being destroyed, so I figured it's better to stick with the Intel GFX as that appears to be more stable. I also tried without 3D acceleration but that was much worse, and if I ran the VM with a low amount of graphics memory it really struggled. Here's my dmesg output: http://pastebin.com/1LJuYWMj (not sure if this is helpful in this situation). I read some posts suggesting changes to /etc/X11/xorg.conf but I don't appear to have an xorg.conf file. There were also a few posts (though related to Synergy) suggesting running xset -dpms but this command doesn't appear to have had any effect for me. As an additional note, I'm finding that window drawing in the guest is a little laggy/glitchy. For example, quickly scrolling through a web page may result in parts of the viewport displaying original content. Certainly I notice drawing issues most in the web browser, but it also impacts other software with parts of the window not being drawn when, say, switching between accounts in thunderbird. Any suggestions greatly appreciated!

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  • Get Matrox Millenium video card working in Ubuntu 9.10

    - by wcoenen
    I have installed Ubuntu 9.10 on an old PC and it is mostly working, except for some heavy drawing defects that show up whenever I start dragging a window or scrolling inside a window or menu. It looks like the video driver copies the rectangle being moved to the wrong location. I have taken a look in /var/log/Xorg.0.log and the following line shows the detected video card: (--) PCI:*(0:0:8:0) 102b:0519:0000:0000 Matrox Graphics, Inc. MGA 2064W [Millennium] rev 1, Mem@ 0xf9800000/16384, 0xfb000000/8388608, BIOS @0x????????/65536 (==) Using default built-in configuration (30 lines) (==) --- Start of built-in configuration --- Section "Device" Identifier "Builtin Default mga Device 0" Driver "mga" EndSection How do I fix the drawing defects? It turned out that the 24 bit color depth (automatically selected by ubuntu 9.10) was the problem; apparantly the mga driver doesn't handle this well for cards with little memory. I took the following steps to resolve the issue (you can skip the first three steps if you already have a semi-working xorg.conf file): Reboot ubuntu in recovery mode, to get a root console without X running. Run Xorg -configure to generate a xorg.conf.new file Copy the file to /etc/X11/xorg.conf with cp xorg.conf.new /etc/X11/xorg.conf (assuming it didn't exist yet; that's why I generated it) Open the new config file with sudo nano /etc/X11/xorg.conf and make sure the screen section is configured for 16 bit color depth like this: Section "Screen" Identifier "Screen0" Device "Card0" Monitor "Monitor0" DefaultDepth 16 SubSection "Display" Viewport 0 0 Depth 16 Modes "1024x768" EndSubSection EndSection I can't guarantee those were the only important changes I made - I tried a few things in my attempts to create a valid xorg.conf file. But I'm pretty sure that the screen section was the important part.

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  • nVidia performance with newer X and newer driver abysmal with Compiz

    - by Nakedible
    I recently upgraded Debian to Xorg 2.9.4 and installed nvidia-glx from experimental, version 260.19.21. This was somewhat of an uphill battle as the dependencies for the experimental nvidia-glx package are still somewhat broken. I got it to work without forcing the installation of any packages and without modifying the packages. However, after the upgrade compiz performance has been abysmal. I am using the desktop wall plugin and switching viewports is really slow - takes a few seconds for each switch. In addition to this, every effect that compiz does, such as zoom animations for icons when launching applications, takes seconds. The viewport switching speed changes relative to the amount of windows on that virtual screen - empty screens switch almost at normal speed, single browser windows work almost decently, but just 4 rxvt terminals slows the switches down to a crawl. My compiz configuration should be pretty basic. Xorg is likewise configured without anything special - the only "custom" configuration is forcing the driver name to be "nvidia". I've fiddled around with the nvidia-settings and compizconfig trying different VSync settings, but none of those helped. My graphics card is: NVIDIA GPU NVS 3100M (GT218) at PCI:1:0:0 (GPU-0). This is laptop GPU that is from the Geforce GTX 200 series. Graphics card performance should naturally be no problem. EDIT: In the end, nothing really worked, and I got really annoyed with the state of compiz and its support in Debian. Many nVidia driver revisions have passed and I am using Gnome 3 now, so I am accepting the best answers to this question even though the issue was not resolved.

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  • android webview returns blank page when load dynamic html page

    - by user2962555
    I am trying to click one button to load a page into a div block dynamically. To test it, I try to append a list item with text "abc" into the loaded page. However, I always get a blank page. load function works fine because if I try to load a static page, it works. Following is my main html page code. <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <title>LoadPageTest</title> <link rel="stylesheet" href="http://fonts.googleapis.com/css?family=Open+Sans:300,400,700"> <link rel="stylesheet" href="./css/customizedstyle.css"> <link rel="stylesheet" href="./css/themes/default/jquery.mobile-1.4.3.min.css"> <link rel="stylesheet" href="./css/jqm-demos.css"> <script src="./js/jquery.js"></script> <script scr="./js/customizedjs.js"></script> <script src="./js/jquery.mobile-1.4.3.min.js"></script> <script> $( document ).on( "pagecreate", "#demo-page", function() { $( document ).on( "swipeleft swiperight", "#demo-page", function( e ) { if ( $( ".ui-page-active" ).jqmData( "panel" ) !== "open" ) { if ( e.type === "swipeleft" ) { $( "#right-panel" ).panel( "open" ); } } }); }); </script> <style type="text/css"> body { overflow:hidden; } </style> </head> <body style= "overflow:hidden" scrolling="no"> <style type="text/css"> body { overflow:hidden; } </style> <div data-role="page" id="main-page" style= "overflow:hidden" scrolling="no"> <div role="main" class="ui-content" id ="maindiv" style= "overflow: auto"> Will load diff pages here. </div><!-- /content --> <div data-role="panel" id="left-panel" data-theme="b"> <ul data-role="listview" data-icon="false" id="menu"> <li> <a href="#" id = "btnA" data-rel="close">Go Page A <img src="./images/icona.png" class="ui-li-thumb"/> </li> <li> <a href="#" id = "btnB" data-rel="close">Go Page B <img src="./images/iconb.png" class="ui-li-thumb"/> </li> </ul> </div><!-- /panel --> <script type="text/javascript"> $("#btnA").on("click", function(){ $("#maindiv").empty(); $("#maindiv").load("pageA.html"); }); $("#btnB").on("click", function(){ $("#maindiv").empty(); $("#maindiv").load("pageB.html"); }); </script> </div><!-- /page --> </body> </html> Next is code for the page I try to load dynamically. <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <title>Page should be loaded</title> <link rel="stylesheet" href="http://fonts.googleapis.com/css?family=Open+Sans:300,400,700"> <link rel="stylesheet" href="./css/customizedstyle.css"> <link rel="stylesheet" href="./css/themes/default/jquery.mobile-1.4.3.min.css"> <link rel="stylesheet" href="./css/jqm-demos.css"> <script src="./js/jquery.js"></script> <script scr="./js/customizedjs.js"></script> <script src="./js/jquery.mobile-1.4.3.min.js"></script> <script> $(document).on('pagebeforeshow', function () { $('#postlist').append('<li> abc </li>'); $('#postlist').listview('refresh'); }); </script> </head> <body > <div data-role="page" id="posthome"> <div data-role = "content"> <ul data-role='listview' id = "postlist"> </ul> </div> </div> </body> </html> I doubt if it is because my javascript in the page doesn't work, cause the swipe js code in the main page seems not work either. Is that possible? I have enabled javascript in the onCreate() function of the activity file as below. protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_message); new LongRunningGetIO().execute(); mWebView = (WebView) findViewById(R.id.webview); mWebView.setWebViewClient(new AppClient()); mWebView.setVerticalScrollBarEnabled(false); mWebView.getSettings().setJavaScriptEnabled(true); mWebView.getSettings().setDomStorageEnabled(true); mWebView.loadUrl("file:///android_asset/index.html"); } I noticed there is a warning for statement to enable javascript "Using setJavaScriptEnabled can introduce XSS vulnerabilities into you application, review carefully". Will that maybe the reason? Then, I added @SuppressLint("SetJavaScriptEnabled") on top of the activity. The warning is gone, but the js code in pages seem still not work.

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  • converting 2D mouse coordinates to 3D space in OpenGL ES

    - by Jayesh
    I want to convert mouse's current X and Y coordinates into the 3D space I have drawn in the viewport. I need to do this on the OpenGL ES platform. I found following possible solutions implemented in OpenGL, but none fits what I am looking for. I found NeHe's tutorial on doing exactly this, but in traditional OpenGL way. It uses gluUnProject. http://nehe.gamedev.net/data/articles/article.asp?article=13 Although gluUnProject is not available in OpenGL ES, its implementation seems simple enough to port back. But before calling it, we need to call glReadPixels with GL_DEPTH_COMPONENT and that is not possible in OpenGL ES. (The reason I found in this thread: http://www.khronos.org/message_boards/viewtopic.php?f=4&t=771) What I want to do is similar to picking, except that I don't want to select the object but I want exact coordinates so that I can recognize particular portion of the object that is currently under mouse cursor. I went through the Picking tutorials in this answer. http://stackoverflow.com/posts/2211312/revisions But they need glRenderMode, which I believe is absent in OpenGL ES. If you know how to solve this problem in OpenGL ES, please let me know. Thanks.

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  • Help with CSS - getting an element to fill 100% of the remaining vertical space

    - by Jack W-H
    Hi folks I'd consider myself a reasonable standard CSS/XHTML chap but I'm pretty baffled by this. The problem is available here: http://furnace.howcode.com - (note that the site is still in development, most stuff doesn't work, and it's likely to change fairly quickly as it is updated often). Basically I've got a fluid layout that needs to work in the same proportions on any resolution. Here's a screenshot of how the designer invisioned it (I apologise for my Paint-tool anotations): I want the tabs and the search box to STAY at the top of Col2, whilst there should be a scrollable area beneath it where the results are returned. I want NO vertical viewport scrolling, only within the 100%-height area thingy. My problem is this. If you take a look at http://furnace.howcode.com, you'll see that I've got a bit of a problem. I've made a placeholder black-background div which I will turn into the Tabs shortly. However I want the Col2 div to float BENEATH this and fill 100% of the remaining vertical height (i.e. go to the bottom of the screen, nomatter what the resolution is) and Col3 to be in the place where Col2 currently has been put (it normally is there automatically, when Col2 is in the right place!). I hope that makes sense. If you need to me to clarify please just ask. Cheers! Jack

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  • Scroll Position in a Table Body

    - by Craig Walker
    I want to implement infinite scrolling (with an AJAX-based loader) in an HTML table body. My HTML looks something like this: <table> <thead> <tr><th>Column</th></tr> </thead> <tbody> <tr><td>Row 1</td></tr> <tr><td>Row 2</td></tr> </tbody> </table> I get a scroll bar on the <tbody> like so: tbody { height:10em; /* Otherwise the tbody expands to fit all rows */ overflow:auto; } To be able to do anything when the user scrolls to the bottom, I need to be able to get the scroll position of the <tbody>. In all of the (jQuery) infinite scroll implementations I've seen (such as this one), they subtract the content height from the container height and compare it to the .scrollTop() value. Unfortunately this may not work with <tbody>, which is both the viewport and the container for the scrolled content. $("tbody").height() returns the viewable (ie: "shrunken") size, but I don't know how I can get the full (viewable + hidden) size of the table body. (FWIW, $("tbody").scrollTop() returns a "large" number when scrolled to the bottom, exactly as I would expect it to). Is there any way to accomplish this?

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  • iPhone Safari does not auto scale back down on portrait->landscape->portrait

    - by Tom
    Hi, I have a very simple HTML page with this META tag for the iPhone: <meta name="viewport" content="height=device-height,width=device-width,initial-scale=1.0,user-scalable=no" /> When the page loads in portrait mode it looks fine and the width fits the screen. When I rotate the iPhone to landscape mode the web page is auto resized to fit the landscape width. Good, this is what I want. But when I rotate back to landscape, the page is not resized back to fit the portrait width like it was before. It remains in the landscape width. I want the iPhone to set it back to the right width automatically, just like it did for the landscape mode. I don't think this should involve orientation listeners because it is all done automatically and I don't have any special styling for the different modes. Why doesn't the iPhone resize the web page back in portrait mode? How do I fix this? Thanks! Tom.

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  • Python: fetching SVG file using urllib is returning binary when I need ASCII

    - by Drew Dara-Abrams
    I'm using urllib (in Python) to fetch an SVG file: import urllib urllib.urlopen('http://alpha.vectors.cloudmade.com/BC9A493B41014CAABB98F0471D759707/-122.2487,37.87588,-122.265823,37.868054?styleid=1&viewport=400x231').read() which produces output of the sort: xb6\xf6\x00\xb3\xfb2\xff\xda\xc5\xf2\xc2\x14\xef\xcd\x82\x0b\xdbU\xb0\x81\xcaF\xd8\x1a\xf6\xdf[i)\xba\xcf\x80\xab\xd6\x8c\xe3l_\xe7\n\xed2,\xbdm\xa0_|\xbb\x12\xff\xb6\xf8\xda\xd9\xc3\xd9\t\xde\x9a\xf8\xae\xb3T\xa3\r`\x8a\x08!T\xfb8\x92\x95\x0c\xdd\x8b!\x02P\xea@\x98\x1c^\xc7\xda\\\xec\xe3\xe1\xbe,0\xcd\xbeZ~\x92\xb3\xfa\xdd\xfcbyu\xb8\x83\xbb\xbdS\x0f\x82\x0b\xfe\xf5_\xdawn\xff\xef_\xff\xe5\xfa\x1f?\xbf\xffoZ\x0f\x8b\xbfV\xf4\x04\x00' when I was expecting more like this: <?xml version='1.0' encoding='UTF-8'?> <svg xmlns="http://www.w3.org/2000/svg" xmlns:cm="http://cloudmade.com/" width="400" height="231"> <rect width="100%" height="100%" fill="#eae8dd" opacity="1"/> <g transform="scale(0.209849975856)"> <g transform="translate(13610569, 4561906)" flood-opacity="0.1" flood-color="grey"> <path d="M -13610027.720000000670552 -4562403.660000000149012 I guess this is an issue of binary vs. ASCII. Can anyone help me (a Python newbie) with the appropriate conversion so that I can get on with parsing and manipulating the SVG code?

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  • WPF performance on scaling a large scene

    - by Mark
    I have a full screen app that I want to be able to zoom in on certain areas. I have the code working fine, but I notice that when I get closer in, the zoom in animation (which animates the ScaleTransform.ScaleX and ScaleTransform.ScaleY properties on a Parent canvas) starts to jerk down a little and the frame rate suffers. Im not using any BitmapEffects or anything, and ideally I would like my scene to get more complicated than it currently already is. The scene is quite large, 1980x1024, this is a requirement and cannot be changed. The current layout is like this: <Canvas x:name="LayoutRoot"> <Canvas x:Name="ContainerCanvas"> <local:MyControl x:Name="c1" /> <!-- numerous or ther controls and elements that compose the scene --> </Canvas> </Canvas> The code that zooms in just animates the RenderTransform of the ContainerCanvas, which in tern, scales its children which gives the desired effect. However, Im wondering if I need to swap out the ContainerCanvas for a ViewBox or something like that? Ive never really worked with ViewBox/Viewport controls before in WPF can they even help me out here? Smooth zooming is a huge requirement of the client and I must get this resolved. All ideas are welcome Thanks a lot Mark

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  • IE9 selectAllChildren on an out-of-view element

    - by MrSlayer
    I am trying to replicate a service that is provided by Tynt.com that appends some text to a user's selection when copying. I understand that users don't particularly like this, but it is a client's request to append the URL and copyright notice whenever a user copies something from their website. In current browsers, I am able to do this by creating a DOM element, adding the selected text, appending the copyright text and then selecting the new node: var newSelection = document.createElement( 'div' ); newSelection.style.cssText = "height: 1px; width: 1px; overflow: hidden;"; if( window.getSelection ) { var selection = window.getSelection( ); if( selection.getRangeAt ) { var range = selection.getRangeAt( 0 ); newSelection.appendChild( range.cloneContents( ) ); appendCopyright( ); document.body.appendChild( newSelection ); selection.selectAllChildren( newSelection ); // ... remove element, return selection } } In IE9, this errors out on the selection.selectAllChildren( newSelection ) statement and I was able to figure out that this is because newSelection was effectively "hidden" from the viewport due to the styles applied in the second line above. Commenting that out works, but obviously the new node is shown to the end user. It appears that this was resolved in later versions of IE, but I am having trouble coming up with a workaround that is sufficient for IE9, a browser that I need to support. I've tried a variety of alternatives, like setting visibility: hidden;, positioning it off-screen, and trying some alternative selection functions, but they each present different problems. The error thrown by IE is: SCRIPT16389: Unspecified error.

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