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  • Xubuntu 14.04 with Compton, strange screen tearing, only when playing videos though (advice needed)

    - by LinuxDudester
    Hello beloved community, Yet again I am in need of your great expertise. I ran into a very strange issue and just can't wrap my mind around it. I'm running Xubuntu 14.04 exclusively, with Compton installed. The OS runs great and I have absolutely no screen tearing when I move my windows around, scroll in my web browser, work in Gimp or Photoshop (wine) or even when I play very graphic demanding games, like Metro Last Light, Euro Truck Driver 2 and so on. There's not a tiny bit of tearing to see, but as soon as I play videos, in xbmc, vlc or parole media player the tearing begins (strangely enough this does not apply to youtube videos). I followed all available workarounds on askubuntu and the ubuntu forum,like the 50-xserver-command.conf, startx /etc/X11/Xsession /usr/bin/xbmc-standalone -- -bs or libsdl1.2debian fix and many more, but to no avail. I also tried the Open Source Nouveau display drivers as well, but for some odd reason they don't work so great on my system or at least with my graphics card. Even with Compton installed and configured, I have an extreme amount of screen tearing, as soon as I switch to the proprietary Nvidia drives the screen tearing is gone completely, except for the video playback with xbmc, vlc or parole media player. System info for your reference: OS: Xubuntu 14.04 Linux-x86_64 - Processor: Intel Core i7-4770S CPU @ 3.10GHz - Ram: 16 GB - GeForce GT 750M 1024 MB - Nvidia Driver: 331.38 Has anyone experienced such an odd issue or do you have any advice on how I could fix this? I would appreciate any help! Have a nice day!

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  • Strange spam posts not making sense

    - by Paaland
    I'm running a web site with a forum where one small part is open for posting from unregistered users. The site uses captcha, but still some spam posts get through every day. Here is the thing. All of the messages follow the same pattern, but all also come from different IP's. That makes me thing this is some sort of automated scripted "attack" from a botnet of some sorts. The strange thing is that all the messages start with six random characters and contains a couple of links. The words have no meaning and the domains in the links does not even exist. Why would anyone use time and resources spreading these things? Below you can see two of these messages: A5Zfs6 exrzvrbspntz, [url=http://nktqoqllnuab.com/]nktqoqllnuab[/url], [link=http://wtrenldadvsy.com/]wtrenldadvsy[/link], [http://rnlrqfgdvdot.com/] O2oLpL nqeffxhryfdk, [url=http://jutyurbpfxow.com/]jutyurbpfxow[/url], [link=http://jpcdtmdalpow.com/]jpcdtmdalpow[/link], [http://qopqwqxwjdjx.com/] Since all the messages come from different IP's I can't see blocking those will help much. For now I'm considering just dropping all messages following this pattern since it's quite easy to match with a regexp. Have anyone else seen these kinds of messages or know the point of posting them?

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  • Strange resizing of partition after reinstalling Ubuntu 14.04 64bit

    - by Mike
    I started with Windows 7 on 120GB SSD and Ubuntu 14.04 32bit installed on 60GB partition on separate 1TB HDD. I just did a fresh reinstall of 14.04 64bit on the 1TB HDD. In the installation set up process, I selected the second choice of "deleting Ubuntu 14.04 and all it's files,documents, photos etc and reinstalling" to what I figured would reinstall the 64bit OS on the already existing 60GB allocated partition. Instead, it reinstalled Ubuntu as 43.5 GB and created a separate 15.8 partition. So now it reads that my disk space for Ubuntu ( in settingsdetails) is 43.5GB (instead of the previous 60GB that my old 32bit had) The upside is I can now access my 1TB HDD from my toolbar(and all the files located on it) Before, I could only access that through Windows (I can also access the SSD too, but that was always the case) Both drives are mounted now. My initial reaction was to go into Windows 7 disk management delete the strange/new 15gb partitionextend the 43.5 to the unallocated space. But I'm not sure if this is necessary or would even work. My question is why did it create a 15gb partition shrinking my ubuntu disk space, and is it useful? I don't want wasted space, so before I go through all my set up of Ubuntu, should I change this. At this time my HDD reads as 43.5 partiton, 15.8 partition, and 874GB exfat32 (939GB total)

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  • strange 404 errors

    - by user1400532
    i have this website thinkmovie.in recently i enabled cloudfare along with maxcdn. When i look at my server logs, i see these strange 404 errors for many of the files. for eg: http://thinkmovie.in/img/content/15062012faith/thumbs/model_fai12e8th_latest_photoshoot_10.jpg But the actual url is http://thinkmovie.in/img/content/15062012faith/thumbs/model_faith_latest_photoshoot_10.jpg refer_url: http://www.thinkmovie.in/gallery/ It means the term "model_faith" is replaced by "model_fai12e8th" and one more http://thinkmovie.in/image.php/?offset=1&height=120&width=144&cropratio=1.2:1%E2%84%91=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg?offset=1&height=120&width=144&cropratio=1.2:1%E2%84%91=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg actual url http://thinkmovie.finalytics.in/image.php/?offset=1&height=120&width=144&cropratio=1.2:1%E2%84%91=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg?offset=1&height=120&width=144&cropratio=1.2:1&image=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg refer_url: http://www.thinkmovie.in/gallery/hotactress/album/pranitha_hot_stills_19012012pranitha/ {&image replaced by %E2%84%91} I'm not able to understand how this is happening. I checked my code server times. And I am not able to replicate this problem from my browser. Please help me.

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  • Strange traffic on fresh Ubuntu Server install

    - by Fishy
    I've just installed Ubuntu Server on my home box after becoming partially familiar with it at work and wanting to train up as a Pen Tester. I installed the latest version on a logical partition (the main one contained Win7), and selected none of the extra modules (I think). I installed ngrep and fired it up (along with TCPdump) and immediately saw some strange traffic which I am unable to identify. My pc is sending out UDP packets every couple of seconds to a seemingly random series of IP addresses, all on the same port (47669 - though I did also see it use another port for a while). I watched it do this for about 20 mins, whilst trying to work out why it was doing it. The only other traffic was the odd ARP request for the router and SSDP UPnP broadcasts from the router. Anyone know what this is, or have any advice on how best to find out? Thanks. EDIT: Actually, it's not my box generating the traffic. It's receiving the traffic on that port, from a series of IP addresses, and returning 'port unreachable' messages.

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  • opengl memory issue - quite strange.

    - by user4707
    Hello, I have heard that textures consumes lot of memory but I am surprised how much.... I have 7 textures 1024 16 bit each. And while I will run my app it consumes 57MB of memory. I think that this is "a bit" too much. I am writing 2D application (no cocos or other framework) Strange is that while I will compile my app with disabled rendering methods: glDrawArrays than It uses only 27MB.... which is about 30MB less... Do you have any Idea why? I am creating textures before rendering of course: rendering looks like this: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); TeksturaObrazek *obrazek_klaw =[[AppDirector sharedAppDirector] obrazek_klaw]; glBindTexture(GL_TEXTURE_2D, [[obrazek_klaw image_texture] name] ); glVertexPointer(2, GL_FLOAT, 0,vertex1); glTexCoordPointer(2, GL_FLOAT, 0, vertex2); glColor4f(1,1,1,alpha); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glPopMatrix(); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; It looks like standard routine... I have spent about 2 days looking for for answer and I still have no clue.

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  • OpenGl / C++ and some strange light problem on half board

    - by mlodziaszka
    I have some problem with lights in my opengl "game". I have board with is square (-50,50), (50, 50), (50, -50), (-50,-50) x and z since y doesn't matter at all. I tried to make something like flashlight its moving and rotating with camera (me), but when i try to rotate more then 90 degree to left or right it just give diffrend light: http://imageshack.us/photo/my-images/688/lightij.jpg/ (left is spotlight, right point light) There is also a point light in the middle, but its working strange(not like a pointlight) it shines only on half of the board from (-50,50), (50, 50), (50, 0), (-50,-0) x and y: Link to my repo where u can find game exe in download and full code in source: https://bitbucket.org/mlodziaszka/my_game All more fragments of light: float gl_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gl_amb); glEnable(GL_LIGHTING); // Wlaczenie oswietlenia glShadeModel(GL_SMOOTH); // Wybor techniki cieniowania glEnable(GL_LIGHT0); // Wlaczenie 0-go zrodla swiatla glEnable(GL_LIGHT1); Cubes parametri: float m1_amb[] = { 1.0f, 0.0f, 0.0f, 1.0f }; float m1_dif[] = { 1.0f, 0.0f, 0.0f, 1.0f }; float m1_spe[] = { 1.0f, 0.0f, 0.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif); glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe); glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); Texture parametri: float m1_amb[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float m1_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float m1_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif); glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe); glMaterialf(GL_FRONT, GL_SHININESS, 0.0f); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); Light0: //with some magic sn't working anyway float l0_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float l0_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l0_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l0_pos[] = { g_Camera.m_vPosition.x, g_Camera.m_vPosition.y, g_Camera.m_vPosition.z, 1.0f }; float temp = 0.0f, temp2 = 0.0f, temp3 = 0.0f; if(g_Camera.m_vView.z < g_Camera.m_vPosition.z) { temp = g_Camera.m_vView.x - g_Camera.m_vPosition.x; temp2 = g_Camera.m_vView.z - g_Camera.m_vPosition.z; } else { temp = g_Camera.m_vView.x - g_Camera.m_vPosition.x; temp2 = g_Camera.m_vView.z - g_Camera.m_vPosition.z; } float l0_pos1[] = {temp, 0.0f, temp2}; //float l0_pos1[] = {-1.0f, 0.0f, -1.0f}; glLightfv(GL_LIGHT0, GL_AMBIENT, l0_amb); glLightfv(GL_LIGHT0, GL_DIFFUSE, l0_dif); glLightfv(GL_LIGHT0, GL_SPECULAR, l0_spe); glLightfv(GL_LIGHT0, GL_POSITION, l0_pos); glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 15.0f); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, l0_pos1); Light1: float l1_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float l1_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l1_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l1_pos[] = { 0.0f, 0.0f, 0.0f, 1.0f }; glLightfv(GL_LIGHT1, GL_AMBIENT, l1_amb); glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_dif); glLightfv(GL_LIGHT1, GL_SPECULAR, l1_spe); glLightfv(GL_LIGHT1, GL_POSITION, l1_pos); I know that way I made this very old, but for now i want to keep this like that. I wouldbe realy gratefull if someone can tell me what is wrong with my lights xD full code: link up ^^

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • Strange IIS/Asp.net Exception Message

    - by Element
    I have a standard asp.net 2.0 application running on IIS 6. I have noticed some strange exception messages in the logs. They seem to be caused by random spam bots trying to submit forms. They are strange because the request string is huge and all the exception details in the event manager are messed up, they have been replaced with %21,%22, etc.. as seen in the screen shot. Is this some kind of exploit or just a bug in the asp.net exception handler/logger ? UPDATE: I traced the requests that are causing this strange log event to a bug in IE8 that causes it to request scriptresource.axd?d={html from page} as described in these links: MS Connect SO - Invalid Webresource.axd SO - IE8 Dropping Memory Pages I am still not sure why these requests would break the IIS log event like seen above, they are just long strings of jiberish being sent to the server, maybe someone reading this can shed some light on it.

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  • Awstats showing strange 404 referrers

    - by Marco Demaio
    When I look at Awstats 404 errors I see sometimes strange referrers. For example on www.mydomain.com I might see a 404 error reported in Awstats that says: URL (not found) Referrers some-file.jpg http://www.mydomain.com/some-page.html some-file.jpg is a file that does not exist, so it's not strange that if someone tried to reach it got back a 404 from server. The strange part is that the referring page DOES NOT EXIST TOO, I mean http://www.domain.com/some-page.html DOES NOT EXIST, so how could it be the referrer? Is it some client cheating the referrer? Thanks!

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  • Need help fixing a strange path error in bash

    - by Evan
    UPDATE Ok, I found some errors in the path which I think I fixed, but now it's not running in any case - which for some reason I think is a step forward. Thanks for suggesting the following steps, here is their output: user@computer:~$ echo $PATH /usr/share/fsl/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/bin:/usr/bin:/bin:/usr/bin/X11:/usr/games:/usr/local/matlab/bin:/usr/local/VoxBo/bin:/usr/local/itt/idl64/bin:/usr/local/afni/bin/:/usr/local/mricron:/usr/lib/voxbo/bin:/home/user/folder:/usr/local/bin:/usr/bin:/bin:/usr/bin/X11/:/usr/games/:/usr/local/matlab/bin:/usr/local/VoxBo/bin/:/usr/local/itt/idl64/bin:/usr/local/afni/bin/:/usr/local/mricron/ user@computer:~$ typeset -p PATH declare -x PATH="/usr/share/fsl/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/bin:/usr/bin:/bin:/usr/bin/X11:/usr/games:/usr/local/matlab/bin:/usr/local/VoxBo/bin:/usr/local/itt/idl64/bin:/usr/local/afni/bin/:/usr/local/mricron:/usr/lib/voxbo/bin:/home/user/folder:/usr/local/bin:/usr/bin:/bin:/usr/bin/X11/:/usr/games/:/usr/local/matlab/bin:/usr/local/VoxBo/bin/:/usr/local/itt/idl64/bin:/usr/local/afni/bin/:/usr/local/mricron/" user@computer:~$ type app1 app1 is /home/user/folder/app1 user@computer:~$ type app2 app2 is /home/user/folder/app2 user@computer:~$ app1 bash: /home/user/folder/app1: No such file or directory user@computer:~$ app2 bash: /home/user/folder/app2: No such file or directory user@computer:~$ /home/user/folder/app1 bash: /home/user/folder/app1: No such file or directory user@computer:~$ /home/user/folder/app2 bash: /home/user/folder/app2: No such file or directory user@computer:~$ cd /home/user/folder user@computer:~/folder$ app1 bash: /home/user/folder/app1: No such file or directory user@computer:~/folder$ ./app1 bash: ./app1: No such file or directory user@computer:~/folder$ ./app2 bash: ./app2: No such file or directory user@computer:~/folder$ ls -l total 29384 -rwxr-xr-x 1 user user 14949776 2011-02-03 11:09 app1 -rwxr-xr-x 1 user user 15137300 2011-02-03 11:10 app2 user@computer:~/folder$ Thanks for everyone's input! ORIGINAL QUESTION I have two executable files I downloaded and am trying to add to the path. They are located in /home/user/folder and the specific files are /home/user/folder/app1 /home/user/folder/app2 Both app1 and app2 have the executable flag set to all (user, group, other). I can execute the files if I am in /home/user/folder and I execute these commands ./app1 ./app2 However I can't run them from elsewhere. I added this line to my .profile PATH="$PATH:/home/user/folder" and then sourced the path with . /home/user/.profile and I can see app1 and app2 when I use command completion (pressing tab). However here is what happens when I try to run app1 or app2 with the following commands (the following only shows 'app1' but the same is true of 'app2') user@comp:~$ app1 -bash: app1: command not found user@comp:~$ /home/user/folder/app1 -bash: app1: command not found user@comp:~/folder$ ./app1 (program runs) I'm stumped :), I must have missed something simple. Thanks for your help!!

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  • Mouse pointer strange problem...

    - by Paska
    Hi all, i have last ubuntu installed (10.10), but from an year and thousand updates, video drivers updates, an hundreds of tricks, the mouse pointer is showed like an UGLY square... These are the screenshots: First Second I have no idea what to do to solve this problem. Anyone of you have an idea to solve it? Edit: this problem was encountered from 8.10+! Edit 2, Video card specifications: paska@ubuntu:~$ hwinfo --gfxcard 35: PCI 100.0: 0300 VGA compatible controller (VGA) [Created at pci.318] UDI: /org/freedesktop/Hal/devices/pci_1106_3230 Unique ID: VCu0.QX54AGQKWeE Parent ID: vSkL.CP+qXDDqow8 SysFS ID: /devices/pci0000:00/0000:00:01.0/0000:01:00.0 SysFS BusID: 0000:01:00.0 Hardware Class: graphics card Model: "VIA K8M890CE/K8N890CE [Chrome 9]" Vendor: pci 0x1106 "VIA Technologies, Inc." Device: pci 0x3230 "K8M890CE/K8N890CE [Chrome 9]" SubVendor: pci 0x1043 "ASUSTeK Computer Inc." SubDevice: pci 0x81b5 Revision: 0x11 Memory Range: 0xd0000000-0xdfffffff (rw,prefetchable) Memory Range: 0xfa000000-0xfaffffff (rw,non-prefetchable) Memory Range: 0xfbcf0000-0xfbcfffff (ro,prefetchable,disabled) IRQ: 16 (10026 events) I/O Ports: 0x3c0-0x3df (rw) Module Alias: "pci:v00001106d00003230sv00001043sd000081B5bc03sc00i00" Driver Info #0: Driver Status: viafb is not active Driver Activation Cmd: "modprobe viafb" Config Status: cfg=new, avail=yes, need=no, active=unknown Attached to: #17 (PCI bridge) Primary display adapter: #35 paska@ubuntu:~$ thanks, A

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  • The Strange History of the Honeywell Kitchen Computer

    - by Jason Fitzpatrick
    In 1969 the Honeywell corporation released a $10,000 kitchen computer that weighed 100 pounds, was as big as a table, and required advanced programming skills to use. Shockingly, they failed to sell a single one. Read on to be dumbfounded by how ahead of (and out of touch with) its time the Honeywell Kitchen Computer was. Wired delves into the history of the device, including how difficult it was to use: Now try to imagine all that in late 1960s kitchen. A full H316 system wouldn’t have fit in most kitchens, says design historian Paul Atkinson of Britain’s Sheffield Halam University. Plus, it would have looked entirely out of place. The thought that an average person, like a housewife, could have used it to streamline chores like cooking or bookkeeping was ridiculous, even if she aced the two-week programming course included in the $10,600 price tag. If the lady of the house wanted to build her family’s dinner around broccoli, she’d have to code in the green veggie as 0001101000. The kitchen computer would then suggest foods to pair with broccoli from its database by “speaking” its recommendations as a series of flashing lights. Think of a primitive version of KITT, without the sexy voice. Hit up the link below for the full article. How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • bash dirtrim produces strange results with ~/foo/bar/var directory

    - by queueoverflow
    In some of my projects, I keep a var or a lib folder for runtime output and external libraries. To keep my prompt rather short, I have the export PROMPT_DIRTRIM=3 option in my .bashrc. This works very well for most paths, but as soon as I have a /var in there, it goes nuts like this (for ~/Projects/someproject/var/gfx): ~/.../gfxr/gfxr/gfxr/gfxr/gfxr/gfx Interestingly, it works with /opt/lampp/lib Is there some way to get around this? Update my .bashrc my .bash_functions

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  • Strange links appearing in 404 logs

    - by MJWadmin
    I've recently been going through our 404 logs and we have a number of urls which look like this turning up:- http://www.makejusticework.org.uk/%2B%255BPLM=0%255D%2BGET%2Bhttp:/www.makejusticework.org.uk/%2B%255B0,51217,54078%255D%2B-%253E%2B%255BN%255D%2BPOST%2Bhttp:/www.makejusticework.org.uk/media/roma-hoopers-justice-campaign-blog/prison-expensive-making-people-worse-roger-graef-obe-ceo-films-record-ambassador-justice-work/2012/02/22/%2B%255B0,0,67227%255D It contains the actual url, which is:- http://www.makejusticework.org.uk/media/roma-hoopers-justice-campaign-blog/prison-expensive-making-people-worse-roger-graef-obe-ceo-films-record-ambassador-justice-work/2012/02/22/ This blog post relates to a recently redirected url (standard redirect 301) hence the concern - can anyone shed any light on this kind of thing?

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  • Web developing- Strange happenings

    - by Jason
    As I'm teaching myself PHP and MySQL during break, I'm experimenting coding in a Ubuntu virtual machine where Apache, MySQL and PHP have been installed and configured to a shared folder. I'm not a big fan of Kompozer because the source code layout is a PIA, so I've started checking out gPHPEdit. However, since using it, I've come across two issues: when I edit the .html and .php files, sometimes the file extension will change to .html~ and .php~, becoming invisible to the browser. The only solution is to switch to Windows, right click and rename the file extension. In Ubuntu Firefox, when I click on my prpject's Submit button for in a practice form, a dialog box pops up asking what Firefox should do with the .php file, rather than simply displaying it in the browser. When I do this in Windows Chrome & Firefox, it goes right to the response page. I'm not sure if this behavior is limited to gPHPEdit/Kompozer, but I've never noticed this happening in Dreamweaver. Any solutions? EDIT The behavior in Point 1 occurs both when Dreamweaver is open in Windows accessing the same files and when it is not. I changed the extension filename of welcome.php, added a comment in gPHPEdit, and the file changed to welcome.php~ upon saving.

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  • Wired Network not working on Ubuntu 11.10 + Strange Behavior with Manual Conf

    - by Mauricio Cruz
    I'm new to Ubuntu - to be honest this is my very first day trying it... and I've already spent hours trying to make my wired connection work. I've been using this wired network with Windows and OSX, and in both systems I also had some trouble trying to connect in the past (and the troubleshooters did their magic and helped me get connected). Today, this is what I got: I'm running Ubuntu 11.10; ifconfig: eth0 Link encap:Ethernet HWaddr 78:2b:cb:c3:bf:8f UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:1 errors:0 dropped:0 overruns:0 frame:0 TX packets:343 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:70 (70.0 B) TX bytes:63273 (63.2 KB) Interrupt:20 Memory:e2e00000-e2e20000 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:16436 Metric:1 RX packets:1859 errors:0 dropped:0 overruns:0 frame:0 TX packets:1859 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:149368 (149.3 KB) TX bytes:149368 (149.3 KB) wlan0 Link encap:Ethernet HWaddr 10:0b:a9:82:55:c0 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:15484 errors:0 dropped:0 overruns:0 frame:0 TX packets:16871 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:12048377 (12.0 MB) TX bytes:2677679 (2.6 MB) I also have some information from Windows ipconfig /all that I ran at my friend's machine Ipv6 Address: <address> preferential Ipv4 Address: 172.26.65.23 <preferential> Netmask: 255.255.254.0 Default Gateway: 172.26.64.1 DHCP Server : <address> DNS Servers : <address> DNS Suffix : <suffix> The weird thing is that I've tried to configure everything manually, using "Network Connections". When I add everything inside IPv4 Settings, the connection is finally successful, but only for 4~5 seconds before getting disconnected again... Update:I just changed the Connection Method to "Local-Link Only", and the same described above happens: At first, it says "Connection Stablished", but after a few seconds, the wired network gets disconnected. I hope someone can help me get connected! Thanks!

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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  • Strange Happenings

    - by MOSSLover
    There are weeks we go about our life thinking nothing is going to change nothing will happen.  Then there are other weeks a billion things happen at once.  Friday started off very weird for me.  I flew into Atlanta and I met some cool people for another SharePoint event.  I had some good conversations.  Saturday then hit me and my virtual machine bombed in my presentation after the auto updater ran.  I was writing code on the board and describing everything in notepad.  I would say as presentations go it was the best and the worst presentation all wrapped into one.  The next day I was in Baltimore and I hung out with my aunt which was relatively uneventful and great.  Then Monday hit and half my presentations failed or succeeded and my screen freezes so I start describing the code.  I was on top of my game until Monday night.  On top of the world.  I'm exhausted I get into Raleigh and one of the craziest stories of my life happens.  So my boss has been renting cars through Priceline this week I got a different company than the other weeks. The company gives me a Ford Focus and I plug in the coordinates on my IPhone where I want go.  I head out and then I get to the destination hotel (or I thought I did). I go inside it's the wrong hotel the other one is a few miles away.  I walk outside hop into the car and it sounds like a gunshot.  Nothing is starting...Am I doing something wrong?  No I'm not the car is completely dead in the water.  I call the rental car facility and they tell me to call roadside they are closing for the night.  Roadside says they can't give me a new car but they can get me a jump then I have to take it up with the facility.  They send me a tow truck to give me a jump the guy can't jump the car.  He tells me this vehicle was towed about an hour ago.  He shows me a copy of a slip from when he towed it.  We also notice the rental car company left one of there price scanning guns in the vehicle.  I call up roadside and now they are interested in getting me a car because I need to be onsite tomorrow.  They get the manager of the facility on the phone he apologizes profusely and he says he'll be there in 10 minutes.  About 30 minutes pass and him plus another dude show up with a Ford Escape leather interior.  At this point I hand him the gun tell him someone left it in the vehicle and that I'm not so happy with them.  I ask them to comp my rental they can't due to Priceline, however if I call him again this week he can get me a voucher.  It's about 2 am and I'm ready to get to the hotel I don't make it in the next morning until 10 am.  I would say this was a crazy week all forms of technology are trying to tell me something.  What I have no idea, but we'll see the outcome soon.  I feel so weird tons of change is about to happen.  I don't know if it's good or bad.  I think this week is some form of omen.

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  • Strange Ubuntu Random Display [Video]

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

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  • Strange if-else branching behavior in a fragment shader

    - by Winged
    In my fragment shader I have passed an uniform int uLightType variable, which indicates what type of light is in usage right now. The problem is that if-else branching does not work correctly - the fragment shader performs instructions in every if statement block. if (uLightType == 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } else if (uLightType == 2) { // Omni-directional light type shadowDepth = unpack(textureCube(uDepthCubemapSampler, -lightVec)); } In the case when uLightType equals 1, unless I comment out the content of the second if block, it assigns an another value to shadowDepth. Also while uLightType equals 1, when I remove the second 'if' block and change == to != like in the sample code below, nothing happens (which means that uLightType really equals 1). if (uLightType != 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } Also, when I manually create an int variable (which is not an uniform) like this: var lightType = 1; and replace uLightType with it in the if-else branch, everything works fine, so I guess it have something to do with the fact that uLightType is the uniform.

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  • Strange GTK3 issue with Audacious and Evince (Document Viewer)

    - by Sman789
    I find that, in some GTK3 apps such as Audacious and Evince (Document Viewer), parts of the UI are pure black, which looks ugly and out-of-place. It is not intentional, as the screenshots on both websites show the app looking different. I only have this issue with the Adwaita GTK theme, but since it comes with Gnome 3 and is the main theme these apps are designed for, I'm guessing the problem is not simply the theme having some bug (though the Ubuntu package might). I have had this issue on two laptops now, running both Ubuntu 12.04 and Xubunu 12.10 with Gnome Shell and Adwaita. The screenshots below show the problem: Audcious's is visible in the search area around the text box, and behind the playlist tabs, and Evince's is visible in more or less the same position and around the document itself. Compare this from the Audacious homepage: With this image from my system: And Evince too:

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  • Strange behavior on Gnome after update on from 13.04 to 13.10

    - by WayneBrady
    I made an automatic update on my Ubuntu 13.10 (from 13.04) system today. Since this point of time, I am in really big trouble. I use a VNC server with Gnome classic, after the update my Gnome was gone. So i tried everything. Checked the xstartup file of vncserver. Right now I reached a point where I can't find the answer. The logfile says that gnome-session-fallback is missing, even directly after I installed it with apt-get (tried it serveral times, installing, uninstalling and so on). I have no chance to use it as you can see in this terminal copy: root@ip-xxx:~/.vnc# apt-get install gnome-session-fallback Reading package lists... Done Building dependency tree Reading state information... Done The following NEW packages will be installed: gnome-session-fallback 0 upgraded, 1 newly installed, 0 to remove and 0 not upgraded. Need to get 0 B/2,914 B of archives. After this operation, 247 kB of additional disk space will be used. Selecting previously unselected package gnome-session-fallback. (Reading database ... 210977 files and directories currently installed.) Unpacking gnome-session-fallback (from .../gnome-session-fallback_1%3a3.6.2-0ubuntu15_all.deb) ... Setting up gnome-session-fallback (1:3.6.2-0ubuntu15) ... root@ip-xxx:~/.vnc# gnome-session-fallback The program 'gnome-session-fallback' is currently not installed. You can install it by typing: apt-get install gnome-session-fallback If you have some idea, please give me a hint... Thank you!

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