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  • Very basic OpenGL ES 2 error

    - by user16547
    This is an incredibly simple shader, yet I'm having a lot of trouble understanding what's wrong with it. I'm trying to send a float to my fragment shader. Its purpose is to adjust the alpha of the fragment colour. Here is my fragment shader: precision mediump float; uniform sampler2D u_Texture; uniform float u_Alpha; varying vec2 v_TexCoordinate; void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); gl_FragColor.a *= u_Alpha; } and below is my rendering method. I get a 1282 (invalid operation) on the GLES20.glUniform1f(u_Alpha, alpha); line. alpha is 1 (but I tried other values as well) and transparent is true: public void render() { GLES20.glUseProgram(mProgram); if(transparent) { GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glUniform1f(u_Alpha, alpha); } Matrix.setIdentityM(mModelMatrix, 0); Matrix.rotateM(mModelMatrix, 0, angle, 0, 0, 1); Matrix.translateM(mModelMatrix, 0, x, y, z); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_TexCoordinate, 2, GLES20.GL_FLOAT, false, 8, 0); //snowTexture start GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]); GLES20.glUniform1i(u_Texture, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indices.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); if(transparent) { GLES20.glDisable(GLES20.GL_BLEND); } GLES20.glUseProgram(0); }

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  • Complete Beginner to Game Programming and Unreal Engine 4, Looking For Advice [on hold]

    - by onemic
    I am currently a 2nd year programming student(Just finished my first year so I will be starting my second year in September) and have mainly learned C and C++ in my classes. In terms of what I know of C++, I know about general inheritance, polymorphism, overloading operators, iterators, a little bit about templates(only class and function templates) etc. but not of the more advanced topics like linked lists and other sequential containers(containers in general I guess), enumerations, most of the standard library(other than like strings and vectors), and probably a bunch of other stuff I dont even know about yet. I subscribed to Unreal Engine 4 as I was very intrigued by their Unreal Tournament announcement earlier this month, especially after hearing that UE4 is going completely C++. Of course my end goal in doing this programming program is to eventually go into game/graphics programming. Since it's my summer off, I thought what better way then to actually apply some of my skills to a personal project so I actually have a firmer understanding of C++ past what my professors tell me. My questions are this: What would be the best way to start off making a small personal game in UE4 as a project for the summer? What should I be aiming for, especially for someone that is still learning C++? Should I focus on making a simple 2D game rather than a 3D one to get started? Seeing the Flappy Chicken showcase intrigued me because before I thought the UE engine was pretty much pigeonholed into being for FPS games What should my expectations be going into UE4 and a game engine for the first time?(UE4 will be my first foray into making a game) What can I expect to gain from making things in UE4, in terms of making games and in terms of further fleshing out my knowledge of C++? Would you recommend I start off 100% using C++ for scripting or using the visual blueprints? Since I'm not a designer, how would I be able to add objects and designs to my game? For someone at my level is retaining the UE4 subscription worth it or is it better to cancel and resub when I learn enough about UE4 and C++? Lastly is there anything to be gained in terms of knowledge/insight through me looking at the source code for UE4? I opened it in VS2013, but noticed that most of the files were C# files and not cpp's. Thanks in advance for taking the time to answer.

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • Why are my scene's depth values not being written to my DepthStencilView?

    - by dotminic
    I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. The Texture2D I use to create the DepthStencilView is bound with the D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE flags, the DepthStencilView has the DXGI_FORMAT_D32_FLOAT format, and the ShaderResourceView's format is D3D11_SRV_DIMENSION_TEXTURE2D. I'm setting the depth map render target, then i'm drawing my scene, and once that is done, I'm the back buffer render target and depth stencil are set on the output merger, and I'm using the depth map shader resource view as a texture in my shader, but the depth value in the red channel is constantly 1. I'm not getting any runtime errors from D3D, and no compile time warning or anything. I'm not sure what I'm missing here at all. I have the impression the depth value is always being set to 1. I have not set any depth/stencil states, and AFAICT depth writing is enabled by default. The geometry is being rendered correctly so I'm pretty sure depth writing is enabled. The device is created with the appropriate debug flags; #if defined(DEBUG) || defined(_DEBUG) deviceFlags |= D3D11_CREATE_DEVICE_DEBUG | D3D11_RLDO_DETAIL; #endif This is how I create my depth map. I've omitted error checking for the sake of brevity D3D11_TEXTURE2D_DESC td; td.Width = width; td.Height = height; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R32_TYPELESS; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = 0; td.MiscFlags = 0; _device->CreateTexture2D(&texDesc, 0, &this->_depthMap); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; _device->CreateDepthStencilView(this->_depthMap, &dsvd, &this->_dmapDSV); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvd.Texture2D.MipLevels = texDesc.MipLevels; srvd.Texture2D.MostDetailedMip = 0; _device->CreateShaderResourceView(this->_depthMap, &srvd, &this->_dmapSRV);

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  • Collision detection doesn't work for automated elements in XNA 4.0

    - by NDraskovic
    I have a really weird problem. I made a 3D simulator of an "assembly line" as a part of a college project. Among other things it needs to be able to detect when a box object passes in front of sensor. I tried to solve this by making a model of a laser and checking if the box collides with it. I had some problems with BoundingSpheres of models meshes so I simply create a BoundingSphere and place it in the same place as the model. I organized them into a list of BoundingSpheres called "spheres" and for each model I create one BoundingSphere. All models except the box are static, so the box object has its own BoundingSphere (not a member of the "spheres" list). I also implemented a picking algorithm that I use to start the movement. This is the code that checks for collision: if (spheres.Count != 0) { for (int i = 1; i < spheres.Count; i++) { if (spheres[i].Intersects(PickingRay) != null && Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton) { start = true; break; } if (BoxSphere.Intersects(spheres[i]) && start) { MoveBox(0, false);//The MoveBox function receives the direction (0) and a bool value that dictates whether the box should move or not (false means stop) start = false; break; } if (start /*&& Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton*/ && !BoxSphere.Intersects(spheres[i])) { MoveBox(0, true); break; } } The problem is this: When I use the mouse to move the box (the commented part in the third if condition) the collision works fine (I have another part of code that I removed to simplify my question - it calculates the "address" of the box, and by that number I know that the collision is correct). But when I comment it (like in this example) the box just passes trough the lasers and does not detect the collision (the idea is that the box stops at each laser and the user passes it forth by clicking on the appropriate "switch"). Can you see the problem? Please help, and if you need more informations I will try to give them. Thanks

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  • How to snap a 2D Quad to the mouse cursor using OpenGL 3.0/WIN32?

    - by NoobScratcher
    I've been having issues trying to snap a 2D Quad to the mouse cursor position I'm able : 1.) To get values into posX, posY, posZ 2.) Translate with the values from those 3 variables But the quad positioning I'm not able to do correctly in such a way that the 2D Quad is near the mouse cursor using those values from those 3 variables eg."posX, posY, posZ" I need the mouse cursor in the center of the 2D Quad. I'm hoping someone can help me achieve this. I've tried searching around with no avail. Heres the function that is ment to do the snapping but instead creates weird flicker or shows nothing at all only the 3d models show up : void display() { glClearColor(0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); for(std::vector<GLuint>::iterator I = cube.begin(); I != cube.end(); ++I) { glCallList(*I); } if(DrawArea == true) { glReadPixels(winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); cerr << winZ << endl; glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glGetDoublev(GL_PROJECTION_MATRIX, projection); glGetIntegerv(GL_VIEWPORT, viewport); gluUnProject(winX, winY, winZ , modelview, projection, viewport, &posX, &posY, & posZ); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, DrawAreaSurface->w, DrawAreaSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, DrawAreaSurface->pixels); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glTranslatef(posX , posY, posZ); glBegin(GL_QUADS); glTexCoord2f (0.0, 0.0); glVertex3f(0.5, 0.5, 0); glTexCoord2f (1.0, 0.0); glVertex3f(0, 0.5, 0); glTexCoord2f (1.0, 1.0); glVertex3f(0, 0, 0); glTexCoord2f (0.0, 1.0); glVertex3f(0.5, 0, 0); glEnd(); } SwapBuffers(hDC); } I'm using : OpenGL 3.0 WIN32 API C++ GLSL if you really want the full source here it is - http://pastebin.com/1Ncm9HNf , Its pretty messy.

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  • How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Why occlusion is failing sometimes?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and occlusion only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • ATI Radeon HD7000 Series (Laptop) - Switch Mode Between ATI & Intel Integrated GPU. Stuck on Boot Screen On Intel GPU Selection Mode

    - by Monkey Drone
    Laptop Specs: HP Pavilion G6-2020SE GPUs 1) ATI HD7000 Series 2) Intel Integrated OS Installed: x) Ubuntu 12.04 (64 bit) i) ATI Graphics Card Drivers Installed From AMD website. Note: Graphics Card Drivers are Working Fine in 3D Mode. It runs a little Hot as it should since its a GPU. Observation) AMD Catalyst Control Centre Lets me Choose If I want to run the system in HIGH-END (ATI GPU) OR Intel Integrated (Better battery life) While I am on High End GPU Choice, Ubuntu works fine. Problem) But when I switch to Intel Mode in the AMD CCC and reboot the Machine. Ubuntu goes into 'Low Graphics Mode'. The problem is not that it goes into low graphics mode, it is completely expected since I am no longer using the ATI GPU but the integrated Intel GPU. Problem starts with the 'Selection' of the options. During that screen, I have no mouse on the screen (even tried plugging in an external USB mouse) & No Keyboard functionality. Thus I am left completely disabled to choose any option and load into Ubuntu. The Only thing I can do is switch to a terminal and enable ATI GPU through command-line and Ubuntu works Fine again. Is it a bug that there is no mouse/keyboard available to me during the startup of Ubuntu when its launched in Low-Graphics Mode? Any suggestions on how to pass through that? My palms are sweating as I write this down because the ATI GPU is really heating up my laptop. I dont want to boot into Windows or keep it around any longer than necessary. Please advise with help and directions. Sincerely, MonkeyD Edit1: The Answer by Celso has helped me switch to Intel, thus giving me sufficient battery power. Kudos to Celso. Now I can at least use my laptop for the time being without having it burn hair off my skin. I am still looking for answer to my original question of, 'why is lightdm not working properly when I switch to Intel GPU using ATI HD7000 series official drivers provided by AMD'.

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  • Can't access some websites using Ubuntu 13.10

    - by Adame Doe
    Something's wrong with Ubuntu. Since I've upgraded to 13.10, I can't access some websites for no apparent reason. I've tried everything imaginable to solve this problem : Made sure that MTUs are the same, Disabled IPv6 in both the network manager and used browsers, Deactivated my network keys, DMZed my computer, Used other DNS like Google and OpenDNS, Checked that no firewall was running my computer ... And it's the same result. I even tried to reinstall Ubuntu a couple of times, but no luck. The most annoying thing about it is I can't access wordpress.org! So, there's no way it could be an ISP restriction of some kind. When I use a VPN, I can access pretty much anything. I'm really frustrated because I have to use wordpress.org very often. Any clue? ifconfig adame@adame-ws:~$ ifconfig eth0 Link encap:Ethernet HWaddr 00:26:18:3d:b0:7c inet addr:10.42.0.1 Bcast:10.42.0.255 Mask:255.255.255.0 inet6 addr: fe80::226:18ff:fe3d:b07c/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:8024 errors:0 dropped:0 overruns:0 frame:0 TX packets:7966 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:684480 (684.4 KB) TX bytes:616608 (616.6 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:65536 Metric:1 RX packets:8222 errors:0 dropped:0 overruns:0 frame:0 TX packets:8222 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:568269 (568.2 KB) TX bytes:568269 (568.2 KB) wlan0 Link encap:Ethernet HWaddr 00:19:70:40:85:eb inet addr:192.168.2.3 Bcast:192.168.2.255 Mask:255.255.255.0 inet6 addr: fe80::219:70ff:fe40:85eb/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1464 Metric:1 RX packets:123705 errors:0 dropped:0 overruns:0 frame:0 TX packets:98141 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:94963545 (94.9 MB) TX bytes:10387470 (10.3 MB) /etc/hosts 127.0.0.1 localhost 127.0.1.1 adame-ws ::1 ip6-localhost ip6-loopback fe00::0 ip6-localnet ff00::0 ip6-mcastprefix ff02::1 ip6-allnodes ff02::2 ip6-allrouters tracepath wordpress.org 1: adame-ws.local 0.092ms pmtu 1500 1: 192.168.2.1 1.300ms asymm 2 1: 192.168.2.1 1.060ms asymm 2 2: no reply 3: no reply 4: no reply 5: no reply 6: no reply 7: no reply 8: no reply ... keep on going like that ping wordpress.org adame@adame-ws:~$ ping wordpress.org PING wordpress.org (66.155.40.250) 56(84) bytes of data. --- wordpress.org ping statistics --- 10 packets transmitted, 0 received, 100% packet loss, time 9071ms

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  • 2d, Top-down map with different levels

    - by Ktash
    So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The scenario So, I'm thinking about efficiency and creating a map in pieces. In each piece, I plan on having 'layers'. Basically, I plan on rendering it down to a 'below hero' level, and an 'above hero' level, with the hero rendered in between obviously. There will likely also be a 'on level with hero' layer, but I'm not quite there yet. Not even worrying about events or interaction yet. Just looking to get a hero on the screen. Now for movement, I obviously need to know what tiles can be moved and in what direction. My plan at the moment is each tile getting 8 bits (4 'can enter in direction' bits, 4 'can leave in direction'). This will allow me to limit movement and even allow one way directional movement. The dilemma This works great for a lot of scenarios. It will allow me to store a map in essentially 3 layers, a string, and gives me flexibility going forward. However, I can't create maps that themselves have layers. A good example is a bridge where the user can go under or over the bridge without invalid moves being allowed. I can't create a platform and allow movement underneath. These are things I would like to be able to include in my game. My idea In theory, I could allow multiple hero layers and then allow multiple sets of 'below' and 'above' layers (or sandwich layers). But this complicates my system, and makes movement between maps potentially tricky (If the hero is on the third layer at the edge of a map, but that corresponds to the second layer on the other map, how can I allow or disallow movement). My question Is there a better way to manage multiple maps with multiple levels like this where a users level may be 'connected' on different levels on different maps? Or even... Am I doing this the hard way? Is there a more standard way to handle top-down 2d tiled maps that I am just not aware of? Things to note or that might be helpful This will be done in Javascript (transferred around in JSON) State will need to be transferred quickly, so a map-id and x/y/direction should be enough to get me a boolean 'can move' value Maps will not be standard sized (though they will be in a certain number of tiles) Making an editor tool so that I can have others help, so something that I can create in a tool would be helpful 'Teleportation' locations will likely need to exist to get into building maps and to and from different map sets (which will not necessarily be connected), but have not been created yet (lumping in with events at the moment).

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  • Why distant objects draw in front of close objects?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Blank desktop after updates today, only unity2d works now [closed]

    - by NewUbuntuUser
    Possible Duplicate: Unity doesn't load, no Launcher, no Dash appears I have been using 12.04 (wubi) since a week now and this is my 1st exposure to linux. Everything was going on fine till now , but today as soon as I updated through the update manager , docky gave a message that compositing is required or something, and i got an error window which asked me to report the error and then the update manager asked me to reboot. After rebooting , i just get a blank desktop screen , no launcher, no toolbar. I have to restart with the power key. However if i login through Unity 2d everything is fine except the benefits of the 3d environment. I guess something got messed up after the update and i cant figure out which program or file caused this mess. I would highly appreciate if someone could help me out with this as I really liked working on ubuntu after windows 7. Thanks! SOLVED-- Thanks @jrg for the link provided.. it helped me to come out of this mess. Actually some update of compizconfig made the unity plugin inactive did something to the Animation add ons , the one which you use for the burn effect etc. What i did was : On the blank desktop Pressed keys Ctrl + Alt + T to bring up the terminal and typed ccsm This brought up the compiz config system manager, there i enabled the unity plugin and rebooted. Everything started working fine. But then again when i started the addons plugin ,everything went back to square one.. :( . This time pressing Ctrl + Alt + T also did not help. Then i tried Ctrl + Alt + F1 , it brought up a terminal or whatever u call it, and then i typed unity --reset , it did some resetting and in the end it showed some comositing done , I pressed Ctrl + Alt + F7 to come back to the desktop , and here it was , my old sweet desktop.. it had the animation effects too like wobbly windows, excepting the addons like the burn effect, i guess something got wrong with the last update of that addon plugin and now whenever i try turning that on , everything goes poof!! 6 hours wasted , but i guess i learnt something new.. not bad for an orthodontist i guess :))

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  • How to snap a 2D Quad to the mouse cursor using OpenGL 3.0?

    - by NoobScratcher
    I've been having issues trying to snap a 2D Quad to the mouse cursor position I'm able : 1.) To get values into posX, posY, posZ 2.) Translate with the values from those 3 variables But the quad positioning I'm not able to do correctly in such a way that the 2D Quad is near the mouse cursor using those values from those 3 variables eg."posX, posY, posZ" I need the mouse cursor in the center of the 2D Quad. I'm hoping someone can help me achieve this. I've tried searching around with no avail. Heres the function that is ment to do the snapping but instead creates weird flicker or shows nothing at all only the 3d models show up : void display() { glClearColor(0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); for(std::vector<GLuint>::iterator I = cube.begin(); I != cube.end(); ++I) { glCallList(*I); } if(DrawArea == true) { glReadPixels(winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); cerr << winZ << endl; glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glGetDoublev(GL_PROJECTION_MATRIX, projection); glGetIntegerv(GL_VIEWPORT, viewport); gluUnProject(winX, winY, winZ , modelview, projection, viewport, &posX, &posY, & posZ); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, DrawAreaSurface->w, DrawAreaSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, DrawAreaSurface->pixels); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glTranslatef(posX , posY, posZ); glBegin(GL_QUADS); glTexCoord2f (0.0, 0.0); glVertex3f(0.5, 0.5, 0); glTexCoord2f (1.0, 0.0); glVertex3f(0, 0.5, 0); glTexCoord2f (1.0, 1.0); glVertex3f(0, 0, 0); glTexCoord2f (0.0, 1.0); glVertex3f(0.5, 0, 0); glEnd(); } SwapBuffers(hDC); } I'm using : OpenGL 3.0 WIN32 API C++ GLSL if you really want the full source here it is - http://pastebin.com/1Ncm9HNf , Its pretty messy.

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  • Problem texturing with opengl

    - by Killrazor
    Hello! I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Could you help me? All help is welcome. Thanks!!

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  • Translating multiple objects in GUI based on average position?

    - by user1423893
    I use this method to move a single object in 3D space, it accounts for a local offset based on where the cursor ray hits the widget and the center of the widget. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; objectSelected.Position = p; I would like to move multiple objects based on the same principle and using a widget which is located at the average position of all the objects currently selected. I thought that I would have to translate each object based on their offset from the average point and then include the local offset. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; int numSelectedObjects = objectSelectedList.Count; for (int i = 0; i < numSelectedObjects; ++i) { objectSelectedList[i].Position = (objectSelectedList[i].Position - translationWidget.Position) + p; } This doesn't work as the object starts shaking, which I think is because I haven't accounted for the new offset correctly. Where have I gone wrong?

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  • Want to make RTS strategy game, good starting point...?

    - by NOLANDI
    everybody! I find this community because I did research about game developing topics. So I decide to register on this community and ask for your opinion. I am not begineer in computer stuffs, and I know logic of programming language. I have little knowlegde of C, C++, Started to learn C#...but I was always oriented about other areas of IT. Amateur for game making but not in IT general! I am interested to make RTS strategy video game, isometric camera view (like PC GAME COMMANDOS for example)...so I started to read many books about DirectX, XNA, OpenGL, C#, AI programming...so I want to know where is good starting point for making this game genre. I want to use C# for this project, not C++, since I always had trouble with it, because it is too complicated. I see good oportunity for learning C#, since it has more object-oriented concept, with much less code and easy readible code for writing. Beside of that I know that C++ is the more powerful language until today. So I want to use DirectX and C# for my project. But it will required more time for sure, to learn it. I have trouble with finding books for c# & DirectX (I found just one), but in every next book, it is programming in c++! I read many web sites and they mentioned Slim DX, and in generaly, other articles which I read tells that it is possible to make good game with combination c# and directX, but...I don't have enough information about all this stuffs, so I became confused! It is really hard to have wish to learn c++ from scratch, since I started c# and I like it really...I don't try OpenGL, but I am already familiar with DirectX (some beginning stuffs), and I think that it is good and interesting. So, I decide to choose between maybe Unity3d and XNA first. XNA...hm, it sound that it is not bad solution, but I heard that it is already overcome technology, and I think that it is better to wait with XNA, until I try to make something with DirectX and C#, at first. But I dont know it is possible to make strategy game in XNA?! Maybe I am wrong. I also, find Unity 3D game engine and I find that I could programming there in C#, but many all examples are written in Javascript (Digital tutors videos)...But I generaly have wish to learn it too, because it allows to export games to mobile phones, there a lot of documentations, it is free, etc... I want to find best way to learn C# and DirectX, and make this game, but I dont know if it's possible to combine?! But maybe is good to first try Unity and XNA, because I am beginner?! Thank you all! I am willing to hear your expirience.

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  • Where can I find comprehensive documentation on the various aspects of Linux?

    - by Fsando
    Whenever a problem pops up in my use of Linux (full time user for 6 years) I start by googling. The simplest (or most common) issues will usually be cleared right away. If it's not in one of those two categories the advise I find tend to be wrong, misguided, obsolete, and if you ask a question here on "ask" you risk being "duplicated" to some superficially similar question. Some issues have haunted me for years until I suddenly hit on the actual developer's documentation (or equivalent) which in a few lines explains how to solve my issue, the correct and consistent way. Whenever that happens I'm always kicking myself: why didn't I just go here to begin with? And the obvious answer is: "I had no idea this was what I was looking for". And for the issues that this hasn't yet happened I'm banging my head: "This ought to be either straight forward or someone tell me it's not doable" So my question is: Are there projects out there trying to collect or list this documentation in a searchable/browseable way. I know there are many very good "if you want this do that" tutorials on Ubuntu but I'm looking for actual documentation. That either are or could be collected in one place (at least conceptually) so that search for information could start in one place. I'm fully aware this is a broad question but if you approach it as: Does gnome have a comprehensive documentation project - where do I find it? Does Ubuntu have a comprehensive documentation project - where do i find it? For example: how exactly does the mime-type association work in Ubuntu and in xubuntu? How exactly are menus created (in Ubuntu: quicklists, xubuntu/gnome: the main menu) How exactly does the rendering process work for compiz/x? (I'm having this issue where windows randomly stops updating until somehow forced to resume (I guess). So for instance where do I look for logs that may indicate the problem. How may I change randr or other settings that may influence this issue. So my point is to organize exact documentation or preferably to find projects that do this already. Thanks! If answers to this question get me started I'm hoping to collect such a list.

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  • Bitnami redmine error SVN

    - by Evgeniy
    I'm installing the Bitnami Redmine stack (redmine + subversion). Firstly I install configure and test it locally (Ubuntu 14.04 LTS). And everything is OK. I install Bitnami stack on server (Red Hat 4.4.7-4) and configure SVN. I commit files into SVN and connect project into Redmine with SVN repository, but when I try see it Rredmine displays 404 error. In the Redmine log file I see the following errors: Started GET "/redmine/projects/web-user-panel/repository" for 127.0.0.1 at 2014-04-24 11:34:20 +0300 Processing by RepositoriesController#show as HTML Parameters: {"id"=>"web-user-panel"} Current user: user (id=13) Error parsing svn output: #<REXML::ParseException: No close tag for /lists/list> /var/www/html/redmine/ruby/lib/ruby/1.9.1/rexml/parsers/treeparser.rb:28:in `parse' /var/www/html/redmine/ruby/lib/ruby/1.9.1/rexml/document.rb:245:in `build' /var/www/html/redmine/ruby/lib/ruby/1.9.1/rexml/document.rb:43:in `initialize' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/xml_mini/rexml.rb:30:in `new' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/xml_mini/rexml.rb:30:in `parse' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/xml_mini.rb:80:in `parse' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:313:in `parse_xml' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/subversion_adapter.rb:106:in `block in entries' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:258:in `call' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:258:in `block in shellout' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:255:in `popen' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:255:in `shellout' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/abstract_adapter.rb:212:in `shellout' /var/www/html/redmine/apps/redmine/htdocs/lib/redmine/scm/adapters/subversion_adapter.rb:100:in `entries' /var/www/html/redmine/apps/redmine/htdocs/app/models/repository.rb:198:in `scm_entries' /var/www/html/redmine/apps/redmine/htdocs/app/models/repository.rb:203:in `entries' /var/www/html/redmine/apps/redmine/htdocs/app/controllers/repositories_controller.rb:116:in `show' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/implicit_render.rb:4:in `send_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/abstract_controller/base.rb:167:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/rendering.rb:10:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/abstract_controller/callbacks.rb:18:in `block in process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:491:in `_run__2883861927089110970__process_action__2542827355008294621__callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:405:in `__run_callback' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:385:in `_run_process_action_callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:81:in `run_callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/abstract_controller/callbacks.rb:17:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/rescue.rb:29:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/instrumentation.rb:30:in `block in process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/notifications.rb:123:in `block in instrument' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/notifications/instrumenter.rb:20:in `instrument' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/notifications.rb:123:in `instrument' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/instrumentation.rb:29:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/params_wrapper.rb:207:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activerecord-3.2.17/lib/active_record/railties/controller_runtime.rb:18:in `process_action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/abstract_controller/base.rb:121:in `process' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/abstract_controller/rendering.rb:45:in `process' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal.rb:203:in `dispatch' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal/rack_delegation.rb:14:in `dispatch' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_controller/metal.rb:246:in `block in action' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/routing/route_set.rb:73:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/routing/route_set.rb:73:in `dispatch' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/routing/route_set.rb:36:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/journey-1.0.4/lib/journey/router.rb:68:in `block in call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/journey-1.0.4/lib/journey/router.rb:56:in `each' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/journey-1.0.4/lib/journey/router.rb:56:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/routing/route_set.rb:608:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-openid-1.3.1/lib/rack/openid.rb:98:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/best_standards_support.rb:17:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/etag.rb:23:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/conditionalget.rb:25:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/head.rb:14:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/params_parser.rb:21:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/flash.rb:242:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/session/abstract/id.rb:210:in `context' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/session/abstract/id.rb:205:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/cookies.rb:341:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activerecord-3.2.17/lib/active_record/query_cache.rb:64:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activerecord-3.2.17/lib/active_record/connection_adapters/abstract/connection_pool.rb:479:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/callbacks.rb:28:in `block in call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:405:in `_run__1805290955544829105__call__1486932417638469082__callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:405:in `__run_callback' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:385:in `_run_call_callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/callbacks.rb:81:in `run_callbacks' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/callbacks.rb:27:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/remote_ip.rb:31:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/debug_exceptions.rb:16:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/show_exceptions.rb:56:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/rack/logger.rb:32:in `call_app' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/rack/logger.rb:16:in `block in call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/tagged_logging.rb:22:in `tagged' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/rack/logger.rb:16:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/request_id.rb:22:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/methodoverride.rb:21:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/runtime.rb:17:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/activesupport-3.2.17/lib/active_support/cache/strategy/local_cache.rb:72:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/lock.rb:15:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.17/lib/action_dispatch/middleware/static.rb:63:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-cache-1.2/lib/rack/cache/context.rb:136:in `forward' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-cache-1.2/lib/rack/cache/context.rb:245:in `fetch' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-cache-1.2/lib/rack/cache/context.rb:185:in `lookup' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-cache-1.2/lib/rack/cache/context.rb:66:in `call!' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-cache-1.2/lib/rack/cache/context.rb:51:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/engine.rb:484:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/application.rb:231:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/railties-3.2.17/lib/rails/railtie/configurable.rb:30:in `method_missing' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/builder.rb:134:in `call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/urlmap.rb:64:in `block in call' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/urlmap.rb:49:in `each' /var/www/html/redmine/apps/redmine/htdocs/vendor/bundle/ruby/1.9.1/gems/rack-1.4.5/lib/rack/urlmap.rb:49:in `call' /var/www/html/redmine/ruby/lib/ruby/gems/1.9.1/gems/passenger-4.0.40/lib/phusion_passenger/rack/thread_handler_extension.rb:74:in `process_request' /var/www/html/redmine/ruby/lib/ruby/gems/1.9.1/gems/passenger-4.0.40/lib/phusion_passenger/request_handler/thread_handler.rb:141:in `accept_and_process_next_request' /var/www/html/redmine/ruby/lib/ruby/gems/1.9.1/gems/passenger-4.0.40/lib/phusion_passenger/request_handler/thread_handler.rb:109:in `main_loop' /var/www/html/redmine/ruby/lib/ruby/gems/1.9.1/gems/passenger-4.0.40/lib/phusion_passenger/request_handler.rb:448:in `block (3 levels) in start_threads' ... No close tag for /lists/list Line: 4 Position: 93 Last 80 unconsumed characters: Output was: <?xml version="1.0" encoding="UTF-8"?> <lists> <list path="svn://127.0.0.1/voxysuser"> Rendered common/error.html.erb within layouts/base (0.1ms) Completed 404 Not Found in 69.1ms (Views: 15.1ms | ActiveRecord: 3.0ms) How can I resolve this problem? I googled it, but similar problem fixed should be fixed 3 years ago. I'm installing the latest Bitnami Redmine 2.5.1-1 stack. UPDATE Well, I found next way. If I use the http protocol it works fine, but I should remove access for svn by web. That's why I create virtual host on localhost and get info from svn use 127.0.0.1 IP. <VirtualHost 127.0.0.1:8000> <Location /repo> DAV svn SVNPath "PATH_TO_MY_REPOSITORY" </Location> And this it work good.

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  • multiple monitor, ATI EyeFinity vs NVidia Mosaic on HDMI

    - by user1531897
    i have been googling much for answer but only someone with real experience can help here. my aim is to have 5 monitors connected to one computer in 2x2 full screen on all 4 monitors (video wall) with same resolution, 4xfullHD for example, plus one -5th monitor as controling. Ati have example picture of this configuration here. I have no gaming nor 3d needs here. Simple desktop applications plus video streams. So because graphic cards for this are expensive, i need to find out before buying pros and cons of 2 possible solutions (1) Ati Eyefinity capable card(s) ...and (2) Nvidia Quadro/NVS card(s) with mosaic and/or nvidia surround technology. For example i can find that current good cards for this can be: Ati's 7870 eyefinity6 card, link here pros: one card can handle all 5 displays, cons: active DP adapters needed (sometimes with aditional usb-powering complication) Nvidia Qudro NVS 450, link here Both cards have DisplayPorts as outputs (my targets are HDMI displays), but as far i saw information is that Eyefinity needs "active DP-DVI/hdmi adapters" for outputs and they are little expensive...? Does nvidia have this limitation (active adapters) ??? And final question, is Ati Eyefinity still better for this purpose than Nvidia-mosaic by someone's real experience there.

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  • Mod Rewrite Help - Pseudo-Subdirectories

    - by Gimpyfuzznut
    I am dealing with a frustrating problem with Joomla that is going to require some url trickery. The idea is straight-forward but after reading a bunch of guides for mod-rewrite, I still can't seem to get it work. Let's say my site is www.mysite.com. Joomla is already performing some rewriting for SEF urls so I have links like www.mysite.com/home and www.mysite.com/news and so on. I want to be able to have (4) pseudo-subdirectories like www.mysite.com/mode1/ and www.mysite.com/mode2/ and so on. These subdirectories should work as if the subdirectory isn't there, ie both www.mysite.com/mode1/home and www.mysite.com/mode2/home should pull up the same www.mysite.com/home. It should point any www.mysite.com/mode1/anypagehere to www.mysite.com/anypagehere. The reason I am asking for this is because I will be reading the url for mode1, mode2, etc, to modify the template page. There will be a landing page that will direct people to /mode1/ and /mode2/ etc and the template will change based on that. Note, that I don't want to actually pass a parameter to the url accessible by a GET or whatever because Joomla removes it (perhaps because of my current mod_rewrite settings). I've pasted the current .htaccess file. RewriteBase /joomla ##########Rewrite rules to block out some common exploits RewriteCond %{QUERY_STRING} mosConfig_[a-zA-Z_]{1,21}(=|\%3D) [OR] # Block out any script trying to base64_encode crap to send via URL RewriteCond %{QUERY_STRING} base64_encode.*\(.*\) [OR] # Block out any script that includes a <script> tag in URL RewriteCond %{QUERY_STRING} (\<|%3C).*script.*(\>|%3E) [NC,OR] # Block out any script trying to set a PHP GLOBALS variable via URL RewriteCond %{QUERY_STRING} GLOBALS(=|\[|\%[0-9A-Z]{0,2}) [OR] # Block out any script trying to modify a _REQUEST variable via URL RewriteCond %{QUERY_STRING} _REQUEST(=|\[|\%[0-9A-Z]{0,2}) # Send all blocked request to homepage with 403 Forbidden error! RewriteRule ^(.*)$ index.php [F,L] ########## Begin - Joomla! core SEF Section RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_URI} !^/index.php RewriteCond %{REQUEST_URI} (/|\.php|\.html|\.htm|\.feed|\.pdf|\.raw|/[^.]*)$ [NC] RewriteRule (.*) index.php #RewriteRule .* - [E=HTTP_AUTHORIZATION:%{HTTP:Authorization},L] ########## End - Joomla! core SEF Section

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  • Query Execution Failed in Reporting Services reports

    - by Chris Herring
    I have some reporting services reports that talk to Analysis Services and at times they fail with the following error: An error occurred during client rendering. An error has occurred during report processing. Query execution failed for dataset 'AccountManagerAccountManager'. The connection cannot be used while an XmlReader object is open. This occurs sometimes when I change selections in the filter. It also occurs when the machine has been under heavy load and then will consistently error until SSAS is restarted. The log file contains the following error: processing!ReportServer_0-18!738!04/06/2010-11:01:14:: e ERROR: Throwing Microsoft.ReportingServices.ReportProcessing.ReportProcessingException: Query execution failed for dataset 'AccountManagerAccountManager'., ; Info: Microsoft.ReportingServices.ReportProcessing.ReportProcessingException: Query execution failed for dataset 'AccountManagerAccountManager'. ---> System.InvalidOperationException: The connection cannot be used while an XmlReader object is open. at Microsoft.AnalysisServices.AdomdClient.XmlaClient.CheckConnection() at Microsoft.AnalysisServices.AdomdClient.XmlaClient.ExecuteStatement(String statement, IDictionary connectionProperties, IDictionary commandProperties, IDataParameterCollection parameters, Boolean isMdx) at Microsoft.AnalysisServices.AdomdClient.AdomdConnection.XmlaClientProvider.Microsoft.AnalysisServices.AdomdClient.IExecuteProvider.ExecuteTabular(CommandBehavior behavior, ICommandContentProvider contentProvider, AdomdPropertyCollection commandProperties, IDataParameterCollection parameters) at Microsoft.AnalysisServices.AdomdClient.AdomdCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.AnalysisServices.AdomdClient.AdomdCommand.System.Data.IDbCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.ReportingServices.DataExtensions.AdoMdCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.ReportingServices.OnDemandProcessing.RuntimeDataSet.RunDataSetQuery() Can anyone shed light on this issue?

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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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  • Xen HVM networking wont work

    - by Nathan
    I'm trying to get a Xen HVM network working using route however I am failing. Xen PV works fine using Ubuntu but when installing Ubuntu on HVM it fails to pick up the network. I'll let you know now that I'm not that experienced with Xen so I would appreciate any help. vm104 is the HVM thats causing me the problems, here is the configs that I believe should help resolve the problem. [root@eros vm104]# cat vm104.cfg import os, re arch = os.uname()[4] if re.search('64', arch): arch_libdir = 'lib64' else: arch_libdir = 'lib' kernel = '/usr/lib/xen/boot/hvmloader' builder = 'hvm' memory = 6000 shadow_memory = '8' cpu_weight = 256 name = 'vm104' vif = ['type=ioemu, ip=85.25.x.y, vifname=vifvm104.0, mac=00:16:3e:52:3d:fe, bridge=xenbr0'] acpi = 1 apic = 1 vnc = 1 vcpus = 4 vncdisplay = 3 vncviewer = 0 vncconsole = 1 vnclisten = '217.118.x.y' vncpasswd = 'kCfb5S4tE7' serial = 'pty' disk = ['phy:/dev/vpsvg/vm104_img,hda,w', 'file:/home/solusvm/xen/iso/Windows-Server-2008-RC2.iso,hdc:cdrom,r'] device_model = '/usr/' + arch_libdir + '/xen/bin/qemu-dm' boot = 'cd' sdl = '0' usbdevice = 'tablet' pae=1 [root@eros /]# cat /etc/xen/xend-config.sxp | egrep -v "(^#.*|^$)" (xend-unix-server yes) (xend-unix-path /var/lib/xend/xend-socket) (xend-relocation-hosts-allow '^localhost$ ^localhost\\.localdomain$') (network-script network-route) (vif-script vif-route) (network-script 'network-route netdev=eth0') (dom0-min-mem 256) (dom0-cpus 0) (vnc-listen '0.0.0.0') (vncpasswd '') (keymap 'en-us') The Windows install will not pick up the network - I've tried setting the IP manually by using the Xen servers IP as the gateway and setting the main IP in Windows but no luck. If anyone needs any more information let me know and I appreciate any input!

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