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  • How do install graphics drivers for radeon HD 6380g on a HP pavilion g6?

    - by Ryan
    I installed ubuntu from wubi using a live cd but when i booted i just got a black screen so i followed the instructions from this forum http://ubuntuforums.org/showpost.php?p=10089820&postcount=8 which successfully completed the ubuntu installation but now when i boot ubuntu i just get a command prompt. when i type in startx it comes up with an error. I am told i need to install graphics drivers, how do i do this? Thanks in advance Ryan

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  • Are Intel and Motorola moving towards a MIPS/RISC model? [closed]

    - by Nick Rosencrantz
    Is it true what I read that Intel and Motorola are moving from CISC to a programming model more like RISC/MIPS? Why? From the famous book "Computer Architecture" by Hennessay which usually is recommended around here: Recent implementations of the x86 architecture actually translate x86 instruction into simple operation that look like MIPS instuctions.... Page 335. What does this mean specifically? Can you show me an example?

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  • Graphics library used by Windows Vista Freecell and Solitaire

    - by David Grayson
    Does anyone know what graphics library is used to create the graphics in the Solitaire and Freecell games included with Windows Vista (e.g. XNA, GDI, WPF)? A good answer would include the name of the library and evidence. I looked at solitaire.exe with dependency walker and it shows many calls to gdi32.dll and gdiplus.dll, but also a call to Direct3DCreate9 in d3d9.dll.

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  • Navigation graphics overlayed over video

    - by Hrishikesh Choudhari
    Hey, Imagine I have a video playing.. Can I have some sort of motion graphics being played 'over' that video.. Like say the moving graphics is on an upper layer than the video, which would be the lower layer.. I am comfortable in a C++ and Python, so a solution that uses these two will be highly appreciated.. Thank you in advance, Rishi..

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  • Ubuntu: Graphics freeze

    - by Phil
    We have recently updated a java application which runs on an Ubuntu PC, and are now experiencing a graphics problem that we didn't encounter before. The system is running constantly, and randomly maybe twice a month but sometimes within a few days the systems graphics will freeze, and the gnome panels are frozen. Here is an extract from the syslog; Jun 28 05:41:53 swimtag-NM10 kernel: [34802.970021] [drm:i915_hangcheck_elapsed] ERROR Hangcheck timer elapsed... GPU hung Jun 28 05:41:53 swimtag-NM10 kernel: [34802.970177] [drm:i915_do_wait_request] ERROR i915_do_wait_request returns -5 (awaiting 937626 at 937625)

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  • C# Graphics without Windows form

    - by teishu
    Hi, Could someone provide an example of drawing graphics without a windows form? I have an app that doesn't have a console window or windows form, but i need to draw some basic graphics (lines and rectangles etc.) Hope that makes sense. Thanks in advance.. J

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  • Graphics cards so I can have 4 monitors

    - by oshirowanen
    I currently have a single old graphics card to which I have connected 2 monitors giving me a big desktop of 2560x1024. If I get 2 of the following graphics card: http://www.ebuyer.com/238428-gigabyte-gts-450-1gb-gddr5-dual-dvi-mini-hdmi-out-pci-e-graphics-gv-n450-1gi Will I be able to connect to monitors per graphics card, giving me a total resolution of 5120x1024? I guess what I'm asking is, will I simply be able to stick both graphics cards in, plug the monitors in and will it all just work out of the box? I currently have 4 dvi monitors which have a native resolution of 1280x1024 each.

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  • How to install Intel VGA drive..?

    - by Ary Catur Wicaksono
    how to install intel VGA drive..?? I've been searching on google but did not see too I've been trying to ask the ubuntu forum in Indonesia. but they did not reply my post.. is there anything that can help me? *I am sorry my English is rather chaotic arthur@Chunx:~$ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 82G33/G31 Express Integrated Graphics Controller (rev 10) arthur@Chunx:~$ sudo lshw -c display [sudo] password for arthur: *-display description: VGA compatible controller product: 82G33/G31 Express Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 10 width: 32 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:42 memory:fea80000-feafffff ioport:dc00(size=8) memory:e0000000-efffffff memory:fe900000-fe9fffff arthur@Chunx:~$ sudo apt-get install xserver-xorg-video-intel Sedang membaca daftar paket... Selesai Membangun pohon ketergantungan Membaca informasi yang tersedia... Selesai xserver-xorg-video-intel telah berada dalam versi terbaru. 0 dimutakhirkan, 0 baru terinstal, 0 akan dihapus dan 190 tidak akan dimutakhirkan.

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  • Oracle's Integrated Systems Management and Support Experience

    - by Scott McNeil
    With its recent launch, Oracle Enterprise Manager 11g introduced a new approach to integrated systems management and support. What this means is taking both areas of IT management and vendor support and combining them into one integrated comprehensive and centralized platform. Traditional Ways Under the traditional method, IT operational teams would often focus on running their systems using management tools that weren’t connected to their vendor’s support systems. If you needed support with a product, administrators would often contact the vendor by phone or visit the vendor website for support and then log a service request in order to fix the issues. This method was also very time consuming, as administrators would have to collect their software configurations, operating systems and hardware settings, then manually enter them into an online form or recite them to a support analyst on the phone. For the vendor, they had to analyze all the configuration data to recreate the problem in order to solve it. This approach was very manual, uncoordinated and error-prone where duplication between the customer and vendor frequently occurred. A Better Support Experience By removing the boundaries between support, IT management tools and the customer’s IT infrastructure, Oracle paved the way for a better support experience. This was achieved through integration between Oracle Enterprise Manager 11g and My Oracle Support. Administrators can not only manage their IT infrastructure and applications through Oracle Enterprise Manager’s centralized console but can also receive proactive alerts and patch recommendations right within the console they use day-in-day-out. Having one single source of information saves time and potentially prevents unforeseen problems down the road. All for One, and One for All The first step for you is to allow Oracle Enterprise Manager to upload configuration data into Oracle’s secure configuration repository, where it can be analyzed for potential issues or conflicts for all customers. A fix to a problem encountered by one customer may actually be relevant to many more. The integration between My Oracle Support and Oracle Enterprise Manager allows all customers who may be impacted by the problem to receive a notification about the fix. Once the alert appears in Oracle Enterprise Manager’s console, the administrator can take his/her time to do further investigations using automated workflows provided in Oracle Enterprise Manager to analyze potential conflicts. Finally, administrators can schedule a time to test and automatically apply the fix to all the systems that need it. In the end, this helps customers maintain their service levels without compromise and avoid experiencing unplanned downtime that may result from potential issues or conflicts. This new paradigm of integrated systems management and support helps customers keep their systems secure, compliant, and up-to-date, while eliminating the traditional silos between IT management and vendor support. Oracle’s next generation platform also works hand-in-hand to provide higher quality of service to business users while at the same time making life for administrators less complicated. For more information on Oracle’s integrated systems management and support experience, be sure to visit our Oracle Enterprise Manager 11g Resource Center for the latest customer videos, webcast, and white papers.

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  • Core i7-620M vs Core i5-540M

    - by Shalan
    Hi, I'm recommending a laptop to a colleague, and the specific laptop he has chosen has the above CPU chips as options. Both chips have 2-cores/4-threads. The i7-620M is a 2.66 GHz (4MB Cache) while the i5-540M is a 2.53 GHz (3MB Cache)....both Arrandale architecture. He is a .NET programmer working with SQL Server and Oracle, and occasionally uses Adobe Fireworks for web-related design elements. He also loves playing around in Adobe Premiere Pro, and does a lot of media/video work. Would you notice any significant performance difference between the 2? The laptop manufacturer claims that the battery life on both is the same irrespective of the chip used (although I find that hard to believe), but there is a major cost difference between them, with the Core i7-620M being the more expensive. According to http://ark.intel.com, the one thing that seems different (besides the obvious speeds/frequencies/etc) is a feature called "Embedded" - what is this exactly? You can see the quick comparison here - http://ark.intel.com/Compare.aspx?ids=43544,43560 I would sincerely appreciate any advice me on this. THANKS!

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  • Pentium 4 Willamette vs. Faster Celeron Northwood [closed]

    - by Synetech inc.
    Which is the preferable of the following two processors? Intel® Pentium® 4 Processor 1.70 GHz, 256K Cache, 400 MHz FSB Willamette Intel® Celeron® Processor 2.40 GHz, 128K Cache, 400 MHz FSB Northwood Details: A few months ago my motherboard died, so I bought a used computer that had a 2.4GHz Celeron. My old system had a 1.7GHz Pentium 4, so now I’m trying to decide which CPU to use. Obviously a P4 is preferable over a Celeron, but the Celeron is (significantly?) faster than the P4. I’m wondering if the faster Celeron might be better for certain tasks (ie, stronger but dumber is better at some things than smarter but weaker). I tried Googling for some reviews and comparisons for graphs to get a clear depiction of which is better overall, but found nothing that helped. (I did manage to find one page that indicates (apparently by poll, not benchmark) that the Celeron is better.) So which CPU should I use? Does anyone know of some graphs that I can use to compare the two? The system is a general-purpose machine for word-processing, Internet, and casual games (not Crysis, but not Solitaire either). It will be running Windows XP. The board is a 478 with 400MHz FSB.

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  • Cast Graphics to Image in C#

    - by WebDevHobo
    I have a pictureBox on a Windows Form. I do the following to load a PNG file into it. Bitmap bm = (Bitmap)Image.FromFile("Image.PNG", true); Bitmap tmp; public Form1() { InitializeComponent(); this.tmp = new Bitmap(bm.Width, bm.Height); } private void pictureBox1_Paint(object sender, PaintEventArgs e) { e.Graphics.DrawImage(this.bm, new Rectangle(0, 0, tmp.Width, tmp.Height), 0, 0, tmp.Width, tmp.Height, GraphicsUnit.Pixel); } However, I need to draw things on the image and then have the result displayed again. Drawing rectangles can only be done via the Graphics class. I'd need to draw the needed rectangles on the image, make it an instance of the Image class again and save that to this.bm I can add a button that executes this.pictureBox1.Refresh();, forcing the pictureBox to be painted again, but I can't cast Graphics to Image. Because of that, I can't save the edits to the this.bm bitmap. That's my problem, and I see no way out.

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  • Copy Small Bitmaps on to Large Bitmap with Transparency Blend: What is faster than graphics.DrawImag

    - by Glenn
    I have identified this call as a bottleneck in a high pressure function. graphics.DrawImage(smallBitmap, x , y); Is there a faster way to blend small semi transparent bitmaps into a larger semi transparent one? Example Usage: XY[] locations = GetLocs(); Bitmap[] bitmaps = GetBmps(); //small images sizes vary approx 30px x 30px using (Bitmap large = new Bitmap(500, 500, PixelFormat.Format32bppPArgb)) using (Graphics largeGraphics = Graphics.FromImage(large)) { for(var i=0; i < largeNumber; i++) { //this is the bottleneck largeGraphics.DrawImage(bitmaps[i], locations[i].x , locations[i].y); } } var done = new MemoryStream(); large.Save(done, ImageFormat.Png); done.Position = 0; return (done); The DrawImage calls take a small 32bppPArgb bitmaps and copies them into a larger bitmap at locations that vary and the small bitmaps might only partially overlap the larger bitmaps visible area. Both images have semi transparent contents that get blended by DrawImage in a way that is important to the output. I've done some testing with BitBlt but not seen significant speed improvement and the alpha blending didn't come out the same in my tests. I'm open to just about any method including a better call to bitblt or unsafe c# code.

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  • XOLO X900–First mobile phone with Intel Power

    - by Rekha
    XOLO X900, XOLO’s offering the world’s first smart phone with the power of Intel inside® shaking hands with LAVA International Ltd., India’s fastest growing handset brands. The R&D Centre is in Shenzhan (China) and Bangalore (India). The smart phone has a fast web browsing with the 1.6 GHz Intel processor and smooth multi-tasking process using Intel patented Hyper Threading technology.It has an optimum battery usage, 4.03” hi-resolution of 1024X600 pixels LCD screen to ensure crisp text and vibrant images, HDMI Output port for TV, full HD 1080p playback and dual speakers. It has a camera of 8MP HD camera with certain DSLR like features allowing to click upto 10 photos in less than a second. 3D and HD gaming is immensely realistic with 400 MHz Graphics Processing Unit. The Operating System used here is Android 2.3 (Gingerbread) and upgradable to Android 4.0. It has the GPS facility and rear and front cameras with 8MP and 1.3MP respectively.  They have enabled Accelerometer, Gyroscope, Magnetometer, Ambient light sensor and Proximity sensor in this smart phone. Intel’s smartphone venture is beginning in India first. It is said to be available for sale in Indian from April 23, 2011 onwards. The price is at a best-buy price of INR 22,000 approximately. The smartphone will be available at the Indian retail chain Croma. The phone will available in other retail stores and online stores from early May. The company is launching the smartphone in India first and a more powerful handset in China later this year. According to their success in India and China, Intel is planning to come into Europe and US market. Till then, Intel smartphones are only for Indian buyers. You can more technical information from the XOLO’s site.

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  • nvidia graphics resolution problem

    - by Deepak Adhikari
    I am currently using ubuntu 12.04 I have acer aspire timelinex 3830tg with 2GB nvidia GeForce GT540M graphics card To enable my graphics card I followed following steps. 1.) I activated nvidia_current and nvidia_current_updates from additional drivers 2.) sudo nvidia-xconfig 3.) then reboot Following these steps I got following errors 1.) my resolution is 640x480...(there is no option of 1366x768 in display...previously there was 1366x768 when nvidia-xconfig command was not entered) 2.) when I open nvidia-settings it shows me following error "You do not appear to be using the NVIDIA X driver. Please edit your X configuration file (just run 'nvidia-xconfig' as root) and restart the X server." Problem need to be solved 1.) Change resolution to 1366x768 2.) Also how to check my nvidia graphics working or not Please some one please help me to solve these issues...I am seriously in need of my graphics card... I wan't my nvidia graphics card work as my intel graphics smoothly I am not willing to use bumblebee with regards, ubuntu user

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How can I configure the Aiptek T-6000U graphics tablet?

    - by mejpark
    I followed AiptekTablet instructions on the Ubuntu Wiki to configure 11.04 for use with my graphics tablet. I installed the xserver-xorg-input-aiptek package and created two files with the options detailed on the Wiki page above: $ cat /lib/udev/rules.d/69-xserver-xorg-input-aiptek.rules ACTION!="add|change", GOTO="xorg_aiptek_end" KERNEL!="event[0-9]*", GOTO="xorg_aiptek_end" ATTRS{idVendor}=="08ca", ENV{x11_driver}="aiptek", SYMLINK+="input/aiptektablet" LABEL="xorg_aiptek_end" $ cat /usr/share/X11/xorg.conf.d/50-aiptek.conf Section "InputClass" Identifier "pen" MatchProduct "Aiptek|AIPTEK|aiptek" MatchDevicePath "/dev/input/event*" Driver "aiptek" Option "USB" "on" Option "Type" "stylus" Option "Mode" "absolute" Option "zMin" "0" Option "zMax" "511" EndSection The 50-aiptek.conf file was originally called 10-aiptek.conf as in the Wiki, but an Aiptek tablet installation help thread on the Ubuntu Forums, suggested changing 10 to 50. Any ideas? Thank you.

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  • How to see if turbo boost is working on I7 860 CPU?

    - by Jan Derk
    I just build myself a new system with a Intel I7 860 CPU. When loading it using a single threaded application like Super PI, CPU-Z shows 2.933Ghz as speed. Now I understood that the I7 goes into turbo boost mode up to 3.46GHz for a single core. How can I check that? Is there a utility to monitor CPU speed per core?

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  • Mobile CPU vs. Ultra-low CPU: performance

    - by Mike
    I'm choosing a new laptop and one of the questions is a type of CPU — mobile or ultra-low voltage. If to be more precise, I'm torn between two models of Intel Core i5 — i5-2410M and i5-3317U. Here is a comparison table. According to official specs the first-one has 2.3 GHz clock speed, while the second-one has only 1.7 GHz, that's about 25% difference. Is it really important parameter and which CPU is more preferable for a laptop for development, media and internet purposes?

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  • Developer Notebook i5 or i7

    - by Cas Sakal
    I could not decide on which configuration below gives better performance for developers on a notebook(running VS.NET, SQL Server, no gaming); (A) i5 540M + SSD (Intel) or (B) i7 720M + 7200 RPM HDD (Western Digital) Since these two configurations(A, B) costs nearly same $ for me, I would like to buy the fastest one for my job environment. Please do not comment just buy this or that, if you can give an inference about your choice I would be appreciated. Thank you, cas

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  • How do I install the Intel 82845 graphics driver -- videos are really slow?

    - by Mahesh Bhat
    I installed lubuntu on my machine and seems Intel 82845 graphics wasn't installed. Videos are showing frame by frame. Many says ubuntu kernel has built in support for it. but seems it is not. There is a website www.intellinuxgraphics.org has drivers for many kinds of linux distributions. But I find it difficult how to install them on my lubuntu. Can anyone elabroate on how that can be installed ? Output of the command dmesg http://paste.ubuntu.com/1058720/ Output of the command lsmod http://paste.ubuntu.com/1058724/

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  • i5+SSD or i7+HDD gives better performance [closed]

    - by Cas Sakal
    Which performs better for developers on a notebook(running VS.NET, SQL Server, no gaming); (A) i5 540M + SSD (Intel) or (B) i7 720M + 7200 RPM HDD (Western Digital) In short, I want to ask whether the performance difference between i5 540M and i7 720M can be compensated via using solid state drive instead of using a hard drive? Thank you, cas

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  • Webcast Series Part II: Integrated Infrastructure and Lifecycle Solutions for Capital Assets - A New Delivery Model

    - by Melissa Centurio Lopes
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif";} Register today for the second part of this webcast series on Thursday, November 29, 2012 10:00 a.m. PT/ 1:00 p.m. ET Project Portfolio Management solutions have immediate and lasting impact o both Provider’s and Contractor’s bottom lines by helping to manage the costs and risks of healthcare infrastructure projects from planning through handing-over and operating. During this Webcast, Integrated Infrastructure and Lifecycle Solutions for Capital Assets - A New Delivery Model, Garrett Harley and Thomas Koulouris will continue their discussion on Healthcare Infrastructure strategy changes and will cover the following topics: The shift in the Healthcare infrastructure strategy and how it will impact providers and contractors The Integrated Infrastructure & Lifecycle Solutions for Capital Assets and how these solutions help your business Communication and integration between providers and contractors and why it is so important to your bottom line The new integrated delivery system in Healthcare infrastructure and how Project Portfolio Management is so critical to the success of that system.

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  • Problems Running GTA San Anread under wine

    - by Samyon Sahnovitch
    Although I can actually run San Andreas under wine first of all this is the menu: Well when I press the first menu item, I can play but there are some weird "bugs" with the graphics. The sky turns black, some 3d figures appearing on the screen etc. + the game is very slow. Intel built in graphic card so drivers are built in as well. When I run it on Windows - same computer everything works fine. Output from lspci if it will help. 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 07) 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:1a.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.1 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 2 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.3 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M LPC Interface Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation 82801IBM/IEM (ICH9M/ICH9M-E) 4 port SATA Controller [AHCI mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 00:1f.6 Signal processing controller: Intel Corporation 82801I (ICH9 Family) Thermal Subsystem (rev 03) 02:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 02)

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