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  • Seeking solution for printing-reporting .NET

    - by Parhs
    I am developing an application that prints in separate threads in extreme cases about 20-25 pages per minute to various thermal printers. Currently templates for these are XAML xps documents. All printers have graphics drivers that support EMF/GDI printing. So GDI-EMF is done by operating system resulting in slower performance. Sending raw text for printing is another good solution but doesnt work always , because some clients have old chinese thermal printer that nobody support thus impossible to change codepage / emulation. So it doesnt work always. Also most computers running my software are low end ATOM CPU. So I am thinking to return to GDI, EMF printing and have both Text-Only reports and EMF reports. Another reason i want EMF is because here receipts are signed by Electronic Fiscal Memory device.Most of these dont do good job extracting text from XPS as they dont follow the standard but how windows convert GDI to XPS.Even with text-only mode some of them dont support all character encodings and are impossible to send paper cut command after the sign. I know that using a reporting engine would solve rendering problem but I dont want to buy one. All I want is to be able to show tabular data and insert an image and replaced text.I know there is StringTemplate that could do the generation of template but the problem is i should parse somehow the template and render it using GDI commands. Is there any other solution/approach for this ? Or is there anything ready ?

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  • Racing MMO for Linux - 2D or 3D - Massively Multiplayer Online Racing Games for Linux

    - by Paulocoghi
    I really like multiplayer racing games, like Need for Speed World or similar. I wonder if there is any MMO racing game for Linux (2D or 3D). Browser-based games are also accepted. Note: I tried this question in the Gaming Q&A of StackExchange (see link below), but one user said that my question was off-topic. http://gaming.stackexchange.com/questions/16329/racing-mmo-for-linux-2d-or-3d-massively-multiplayer-online-racing-games

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  • Learn WinRT or Unity 3d?

    - by user1582878
    I am not sure where to ask advices about career development, so I am sorry if I am wrong. My question is what is better for me to learn, Win 8 and metro style applications or try to focus on some 3d engine, like Unity 3d? On the one hand I`ve got enought experience in c# and programming for business applications (WinForms and WPF), on the other hand I was always been fasinated by the creation of computer games and have strong math background. Which is better in terms of my career and new job opportunities?

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  • Super Mario – 3D Chalk Art (Time Lapse) [Video]

    - by Asian Angel
    This awesome time-lapse video lets you watch artist Chris Carlson create a fantastic 3D chalk art rendition of Mario on a sidewalk setting. There is certainly a lot more work and precision to it than some people may believe… Super Mario – 3D Chalk Art (Time Lapse) [via Neatorama] How to Banish Duplicate Photos with VisiPic How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It?

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  • Workaround: XNA 4 importing only part of 3d model from FBX

    - by Vitus
    Recently I found a problem with importing 3D models from FBX files: it sometimes imported partly. That is when you draw a 3D model, loaded from FBX file, processed by content pipeline, you got only part of meshes. “Sometimes” means that you got this error only for some files. Results of my research below. For example, I have 10Mb binary FBX file with a model, looks like: And when I load it, result Model instance contains only part of meshes and looks like: Because models from other files imported normally, I think that it’s a “bad format” file. When you add FBX file to your XNA Content project and build it, imported file processing by XNA Fbx Importer & Processor. On MSDN I found that FbxImporter designed to work with 2006.11 version of FBX format. My file is FBX 2012 format. Ok, I need to convert it to 2006 format. It can be done by using Autodesk FBX Converter 2012.1. I tried to convert it to other versions of FBX formats, but without success. And I also tried to import my FBX file to 3D MAX, and it imported correctly. Then I export model using 3D MAX, and it generate me other FBX, which I add to my XNA project. After that I got full model, that rendered well! So, internal data structure of FBX file is more important for right XNA import, than it version! Unfortunately, Autodesk FBX is not an open file format. If you want to work with FBX, you should use Autodesk FBX SDK. This way you can manually read content of FBX file, and use it everyway. Then I tried to convert my source FBX file to DAE Collada, and result DAE file back to FBX, using FBX Converter (FBX –> DAE –> FBX). The result FBX file can be imported normally.   Conclusion: XNA FbxImporter correct work doesn't depend on version (2006, 2011, etc) and form (binary, ascii) of FBX file. Internal FBX data structure much more important. To make FBX "readable" for XNA Importer you can use double conversion like FBX -> Collada -> FBX You also can use FBX SDK to manually load data from FBX P.S. Autodesk FBX Converter 2012 is more, than simple converter. It provide you tools like: FBX Explorer, which show you structure of FBX file; FBX Viewer, which render content of FBX and provide basic intercation like model move and zoom; FBX Take Manager, which allow to work with embedded animations

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  • Surface of Revolution with 3D surface

    - by user5584
    I have to use this function to get a Surface of Revolution (homework). newVertex = (oldVertex.y, someFunc1(oldVertex.x, oldVertex.y), someFunc2(oldVertex.x, oldVertex.y)); As far as I know (FIXME) Surface of Revolution means rotations of a (2D)curve around an axis in 3D. But this vertex computing gives a 3D plane (FIXME again :D), so rotation of this isn't obvious. Am I misunderstanding something?

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  • Searching for anaglyph 3D games and apps

    - by koanhead
    Hey all, recently I installed the Minecraft .jar and played it. It's a bit of fun, but the coolest thing about it IMO has been the anaglyph 3D option. Yay, a ViewMaster game! Anyway, I'm looking for other anaglyph 3D games and apps. I understand that there's an anaglyph plugin for Compiz as well, although it apparently is an inactive project since 2008. An anaglyph interface for Blender would be severely awesome, right?

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  • Does 3d modeling software *choice used during asset creation affect performance at runtime

    - by user134143
    Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an application merely by utilizing alternative development software during production of 3d assets? If you use two different applications to create a 3 dimensional image of a box, can one of them result in better performance if aspects of the image are identical? I am attempting to get the information I need without causing unnecessary debate over specific software choice.

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  • Map format for 3d open world

    - by Pacha
    I am making an open world 3d platformer in Ogre3D, and I have no idea on what kind of 3d map file format I should use for it. I want to make low-polygon blocky-style objects. Probably rectangles and other geometrical figures that don't have circular edges. Some of those blocks will have properties, like climbable or they might move. I was wondering what would be the best thing to do to make the map (just one level, as it is open).

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  • Hashing 3D position into 2D position

    - by notabene
    I am doing volumetric raycasting and curently working on depth jitter. I have 3D position on ray and want to sample 2D noise texture to jitter the depth. Function for converting (or hashing) 3D position to 2D have to produce absolutely different numbers for a little changes (especialy because i am sampling in texture space so sample values differs very very little) and have to be "shader-wise" - so forget about branches, cycles etc. I'm looking forward for yours nice and fast solutions.

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  • How can I achieve a 3D-like effect with spritebatch's rotation and scale parameters

    - by Alic44
    I'm working on a 2d game with a top-down perspective similar to Secret of Mana and the 2D Final Fantasy games, with one big difference being that it's an action rpg using a 3-dimensional physics engine. I'm trying to draw an aimer graphic (basically an arrow) at my characters' feet when they're aiming a ranged weapon. At first I just converted the character's aim vector to radians and passed that into spritebatch, but there was a problem. The position of every object in my world is scaled for perspective when it's drawn to the screen. So if the physics engine coordinates are (1, 0, 1), the screen coords are actually (1, .707) -- the Y and Z axis are scaled by a perspective factor of .707 and then added together to get the screen coordinates. This meant that the direction the aimer graphic pointed (thanks to its rotation value passed into spritebatch) didn't match up with the direction the projectile actually traveled over time. Things looked fine when the characters fired left, right, up, or down, but if you fired on a diagonal the perspective of the physics engine didn't match with the simplistic way I was converting the character's aim direction to a screen rotation. Ok, fast forward to now: I've got the aimer's rotation matched up with the path the projectile will actually take, which I'm doing by decomposing a transform matrix which I build from two rotation matrices (one to represent the aimer's rotation, and one to represent the camera's 45 degree rotation on the x axis). My question is, is there a way to get not just rotation from a series of matrix transformations, but to also get a Vector2 scale which would give the aimer the appearance of being a 3d object, being warped by perspective? Orthographic perspective is what I'm going for, I think. So, the aimer arrow would get longer when facing sideways, and shorter when facing north and south because of the perspective. At the same time, it would get wider when facing north and south, and less wide when facing right or left. I'd like to avoid actually drawing the aimer texture in 3d because I'm still using spritebatch's layerdepth parameter at this point in my project, and I don't want to have to figure out how to draw a 3d object within the depth sorting system I already have. I can provide code and more details if this is too vague as a question... This is my first post on stack exchange. Thanks a lot for reading! Note: (I think) I realize it can't be a technically correct 3D perspective, because the spritebatch's vector2 scaling argument doesn't allow for an object to be skewed the way it actually should be. What I'm really interested in is, is there a good way to fake the effect, or should I just drop it and not scale at all? Edit to clarify without the help of a picture (apparently I can't post them yet): I want the aimer arrow to look like it has been painted on the ground at the character's feet, so it should appear to be drawn on the ground plane (in my case the XZ plane) which should be tilted at a 45 degree angle (around the X axis) from the viewing perspective. Alex

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  • Oracle goes 3D

    - by user12652314
    Today we announced that Oracle is the 1st commercial affiliate of the Immersive Education Initiative which starts today at Boston College. So, if you have an interest in using Java, MySQL, NetBeans, Glassfish and VirtualBox technologies and deploying them on to create 3D interactive or mixed reality learning and collaboration experiences for education or business use. Then, Watch this space for more updates on this pioneering new community work on the 3D Web.

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  • Drawing flaming letters in 3D with OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to create a path along which I should add many particle emitters that will be emitting flame particles? I understand the concept for 2D, but for 3D are the particles always supposed to be facing the user? Something else I'm worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time, and each of these elements will have many particle emitters. More detailed explanation: I have a path of points, which is my model. Imagine a dotted letter "S" for example. I want make the "S" be on fire. The "S" is just an example it can be a circle, triangle, a line, pretty much any path described by my set of points. For achieving this fire effect I thought about using particles. So I am using a program called "Particle Designer" to create a fire style particle emitter. This emitter looks perfect on 2D on the iphone screen dimensions. So then I thought that I could probably draw an S or any other figure if i place many particle emitters next to each other following the path described. To move from the 2D version to the 3D version I thought about, scaling the emitter (with a scale matrix multiplication in its model matrix) and then moving it to a point in my 3D world. I did this and it works. So now I have 1 particle emitter in the 3D world. My question is, is this how you would achieve a flaming letter? Is this too inefficient if i expect to have many flaming paths on my world? Am i supposed to rotate the particle's quad so that its always looking at the user? (the last one is because i noticed that if u look at it from the side the particles start to flatten out)

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  • Tutoriel OpenGL Moderne : billboards, incrustez des éléments 3D dans votre monde 3D en OpenGL 3 et supérieur

    Bonjour à tous,La rubrique 2D/3D/Jeux est heureuse de vous présenter la suite de la série de tutoriels consacrée à OpenGL moderne (les versions à partir d'OpenGL 3.3). Ces tutoriels vous permettront d'intégrer facilement les nouveaux concepts d'OpenGL afin de profiter au maximum des dernières technologies de vos cartes graphiques. Ce dix-huitième tutoriel vous expliquera comment afficher des billboards (des éléments 2D incrustés dans un monde 3D) en OpenGL.Bonne lecture.Voir aussiToutes les ressources...

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  • Mac OS X printing to CUPS - More intuitive authentication failure?

    - by Moduspwnens
    We have a network-wide CUPS server that offers authenticated printer access to all our campus users. We've been pretty disappointed with the way Mac clients handle bad printing authentication, though. In any other authentication dialog, when a user types in a bad username or password, the window shakes briefly, allowing the user to re-enter. With printers, this isn't the case. It'll happily accept (and even save to the keychain, if specified) bad credentials. The authentication dialog is dismissed, and the user then has to deal with the print jobs showing up as "On hold (authentication required)". To get their job printed, they need to select it in the printer's queue, click "Resume", then re-enter appropriate credentials. Is there a way to get failed printing authentication to work more intuitively for Mac OS X clients? We're trying to support a BYOD environment, but our end users have been really confused by this. It's made even worse by the way it pre-populates the user's full login name (e.g. "Smith, John"), which tends to make them think to use their local machine passwords.

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  • Blurry printed raster images with Brother MFC-8840D

    - by Adam Monsen
    (NOTE: crossposted here: ubuntuforums.org/showthread.php?t=1621795) I've got a Brother MFC-8840D. Works great with Ubuntu server! Setting up a CUPS print server was pretty straightforward, and I also finally got network scanning working reliably with saned. Printing documents and Web pages works well: fonts are crisp/clear, etc. One issue has got me completely vexed: printing raster (ie: JPG) images. They are blurry. For example, I can scan a page of black and white text at 150 or 300 dpi. The grayscale image looks perfect on my monitor. But the printed version is much blurrier than the original, regardless of the "print resolution" dpi I choose. As a counterexample, if I use the "copy" function of the MFC-8840D, the copy looks excellent, and this function is much, much faster than if I scan then print a scan of same. I've googled around a bunch and tried different tricks (printing a PDF with the image from evince, printing with Gimp, EOG and other applications) but I just can't print anything that looks as good as a copy made with the MFC-8840D. Any ideas? I'm using Ubuntu 10.04.1 LTS server. I'm using the PPD file from solutions.brother.com. Thanks, -Adam

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  • Configuring Samba to allow Use of CUPS printer

    - by Skizz
    Having trouble with samba printing. I have a CUPS printer installed on an Ubuntu 11.04 server and that works great. When I try to configure samba to allow an XP machine to use the printer, it fails when printing. I can install the printer drivers for XP from the server and the printer appears in the XP printer control panels. When I try to print a test page from the XP machine I get this error in the system event log: Jun 27 20:33:29 FatController smbd[3571]: [2012/06/27 20:33:29, 0] rpc_server/srv_netlog_nt.c:603(_netr_ServerAuthenticate3) Jun 27 20:33:29 FatController smbd[3571]: _netr_ServerAuthenticate3: netlogon_creds_server_check failed. Rejecting auth request from client JAMES machine account JAMES$ Here's my smb.conf file: [global] server string = %h (Server) workgroup = SODOR encrypt passwords = true security = user os level = 255 preferred master = yes domain master = yes local master = yes logon path = \\%L\profile\%U logon drive = S: logon home = \\%L\home\%U domain logons = yes map to guest = Never guest ok = no dns proxy = no time server = yes logon script = logon.bat load printers = yes printing = cups printcap name = cups nt acl support = no interfaces = eth1 lo bind interfaces only = yes smb ports = 445 [netlogon] comment = Net Log On path = /home/samba/netlogon guest ok = no read only = yes browseable = no [profile] comment = User Profiles path = /home/samba/profiles read only = no create mask = 0600 directory mask = 0700 browseable = no store dos attributes = yes [printers] comment = All Printers path = /var/spool/samba browseable = yes guest ok = no printable = yes [print$] comment = Printer Drivers path = /var/lib/samba/printers browseable = yes guest ok = no read only = yes write list = root, skizz Anyone know what the problem is and how to fix it? In addition to the above, I also get this error: Jun 27 21:56:35 FatController smbd[3571]: [2012/06/27 21:56:35, 0] printing/print_cups.c:1027(cups_job_submit) Jun 27 21:56:35 FatController smbd[3571]: Unable to print file to `Edward' - client-error-not-authorized which I think is more relevant.

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  • Compiz cube issues since upgrading to 12.10. The caps and 3d windows are all over the place.

    - by Slarty
    I think it's due to residual settings from the old reflection and deformation plug in. I've attempted a complete reset of the settings and still no go though. The cube caps stay black and glitch out when I spin it etc and I see multiple copies of each window. It's like it's trying to display the "inside the cube" setting and the regular just floating 3d window at the same time. Here's one example (rep isn't high enough yet for fancy img imbed, sorry) http://i.stack.imgur.com/rrbBd.jpg Any ideas? I'm trying this on my desktop which is using an NVIDIA 8800 GTS card. I also tried it on an older laptop that uses an intel card and same deal. I think maybe I can use the dconftool and try to see if there are still settings from the deformation and reflection plug in causing this. Unless someone knows how to get that back (either a beta or an old version) somehow?

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  • How do I simulate overprinting in Adobe Reader?

    - by Ben Everard
    On both Mac and Windows when I print a document there is an advanced screen that allows me to select an option called Simulate Overprinting, however such an option doesn't appear on the Ubuntu version. Wikipedia on overprinting: Overprinting refers to the process of printing one colour on top of another in reprographics. This is closely linked to the reprographic technique of 'trapping'. Another use of overprinting is to create a rich black (often regarded as a colour that is "blacker than black") by printing black over another dark colour. This is an issue for us, as we're trying to print documents that need flattening (this is what overprinting does). Am I missing something here, is there a way to enable overprinting on printed PDFs? Note: Please don't confuse simulate overprinting with overprint preview, of which doesn't apply when printing. Just to show you what I'm looking for, this is the Print > Advanced screen... And this is what I see on the Ubuntu screen, not no option for overprinting

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